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

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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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fifty: (pic#6730184)

America | Axis Powers Hetalia

[personal profile] fifty 2015-05-14 05:09 am (UTC)(link)
Player Information

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

Character Information

Name: America
Canon: Axis Powers Hetalia
Age: 238 as a nation, ~400 total history, appears 19
Gender: male
Canon Point: June 2015
Background Link: Hetalia wiki, history of the United States
Inventory: America will be wearing his brown bomber jacket over pretty bog standard business casual attire (dress shirt, slacks, and scuffed up dress shoes), along with his glasses. He'll have his keys, wallet (with IDs, some credit/banking cards, a few photos, and some small amount of now useless American currency), and a (useless) iPhone.

Personality: America is loud, outgoing, oblivious, and has kind of a hero complex--in short, a giant stereotype of the United States. In short doses (or if you're especially patient) he can be fun to be around, but his energy and insistence on taking charge of things makes it easy for him to rub people the wrong way. He does mean well, though, even if he doesn't always go about things properly.

Outgoing and energetic, America is a people person more often than not--wanting to spend time on his own is an incredibly rare occasion and often a sign of something wrong. It's easy, watching him run around, to think that at all times he has more energy in reserve to keep going, like some sort of energizer bunny that runs on hamburgers. While not exactly the case, America does a good job of acting like it is, and his enthusiasm and the force with which he inserts himself into most situations can make him exhausting to deal with.

And he does use the force of his personality to get himself involved in things whenever he can. America loves to be the leader--the hero, with everyone else as sidekicks. Possibly poisoned by too much television and movies, he wants to be in the starring role all the time, and always because he is completely convinced he knows exactly what to do. This isn't always (or even often) true, but his intentions really are good even if they're obnoxious.

America often comes across as oblivious, naive, and idealistic. His crazy plans and tendency to insist people do what he says are born out of a desire to help and a belief that he really does know what to do to fix whatever's wrong. It's overconfidence born of his strength in the world combined with an already too confident personality, and given how often he'll hardly notice less forceful objections and trample over anything resembling subtlety, it's an attitude that's going to stick around. Someone who does have the force to really stand up to him is asking for an argument--though America, if anything, seems to enjoy these sorts of arguments unless he's being unusually serious.

As mentioned before, he seems really oblivious to the feelings, opinions, and actions of others a lot of the time. And this is to some degree true, but in other ways it's not, and this is where the fact that America is kind of a jerk comes in. Oh, he's a well-intentioned jerk, but he's young and he's got a bit of an ego on him, and if he reads the atmosphere in a room and decides he wants it to change, well, that old atmosphere just doesn't exist to him. Opinions and feelings that don't go along with what he wants are often intentionally ignored--that's part of why he sometimes enjoys talking to someone who will start a fight with him, because he places a different sort of value on people who won't let him steamroll them. America is smarter than he acts--he has a longtime interest in astronomy, science, and archaeology--he just doesn't always use that intelligence for the best things (though he never believes he's using it for bad things).

Now, while he is a jerk, he's not really mean-spirited. When he teases people it's just playing around, and because it's hard for him to really hold a grudge (though when he does it's very hard for him to let go of it) he doesn't really understand that when he forces his opinion on someone they might continue to resent it. He does generally try to be a nice guy; he wants to be a hero, and heroes are good people who help everyone and save the day! He just doesn't really know how to be the nice guy people want and instead acts like a grandstanding superhero to compensate. America has the potential to be a good leader--he can be charismatic, and he excels at unusual or ridiculously bold strategies that actually manage to work. When placed in a leadership role he can and has done well; he just needs to learn how to tone down his intensity.

America has a high opinion of himself. He, as far as he's concerned, is both super cool and awesome, and everyone else should think so, too. In some ways he fits bits of the jock stereotype, being athletic and kind of egotistical, but in other ways he doesn't quite slot in properly; he's too into space and comics and movies and aliens and science fiction for that. But when it comes to those sorts of things, America just thinks that they're super cool, too, so it never really occurs to him to be insecure about them.

He does have his insecurities, though. When America opens up and trusts someone, that person becomes capable of bypassing his armored ego because, when it comes to people he likes, he wants to please. Teasing is a different, less serious matter (though someone with a sarcastic enough personality can make him take teasing more seriously than it's meant to be taken), but if someone he trusts, admires, or respects seriously criticizes him sharply enough, America will take this as a sign of them deeming him not good enough or just a generally bad person and he'll take that quite badly. When America cares about someone enough to care about their opinion, he can almost seem insecure at times when that person is snapping back at him for doing something stupid. America wants to be loved and wants people to like him, and the idea of being unlikable, of being hated, is a bit frightening for him when it comes from someone whose opinion he believes in. Of course, with all this talk of trust and his opinions of those who have earned his, it should come as no surprise that America takes real betrayal (or something he perceives as one, even if the other party disagrees) very badly. It's a good way to actually win one of those hard-earned grudges from him, and building back up to "good relations" will be difficult, let alone getting that trust back again. On a more ridiculous note, America is terrified of ghosts and the supernatural. He doesn't like the idea of something he can't understand and can't punch; he goes from unsettled to antsy to running and hiding very quickly when he has to deal with that sort of thing.

Overall, America is annoying, loud, and always wants to be the center of attention. He also tries really hard to be a hero, help people out, and loves having fun with everyone he runs into. Opinions on him tend to be very polarized--it's hard to have a neutral opinion on him once you spend too much time with him. But he's not a bad guy, really. Once you get used to him, anyway.

Flavor Abilities: America will retain his conndction to the United States from his world. He won't be able to feel updates on what's happening and it will grant no additional abilities, but he will still feel like he's connected as opposed to like he just got that sense chopped off. He's also able to tell by looking at someone if they feel like a nation or not, which is pretty useless but hey.

Suitability: Playing with America's fear of the unexplained will be a lot of fun in general, of course--he's not good at problems he can't solve physically. At some point I want him to die and lose the ability to speak, probably for a full OOC month, since he's so talkative and active in that way in general and it would really upset him. I want to explore America being forced to deal with being brought down to normal human levels and not being able to just force his way through the problems in front of him, instead having to work with others on an equal level or even a level where he realizes he's not the one with the most useful skills at hand (though that would take a lot of work, it's a fun long-term goal). America hates things that even hint at being ghosts, he hates the cold, he's just generally going to hate this setting, and I think the stress of it will bring out a lot of opportunity for him to get highly emotional and reactive about a lot of things.

RP Samples:
test drive meme one
test drive meme two
Edited 2015-05-14 05:18 (UTC)
keepscalm: (029❦with what I most enjoy)

England | Axis Powers Hetalia (1/2)

[personal profile] keepscalm 2015-05-30 03:12 am (UTC)(link)
Player Information

Name: Cee
Age: 21
Contact Info: [plurk.com profile] ceesawaseesaw
Other Characters: N/A

Character Information

Name: England
Canon: Axis Powers Hetalia
Age: 1088 as a united nation, ~1600 total history, appears 23
Gender: Male
Canon Point: June 2015
Background Link: Hetalia wiki, history of England, and history of the United Kingdom
Inventory: England's attire consists of a three-piece brown suit with a white dress shirt, red tie, brown belt, and brown dress shoes. He has his keys, wallet, and smartphone in his trousers pockets, and a comb, pen, and embroidered handkerchief in his inner jacket pocket. The wallet holds his IDs, bank cards, British currency, photos, and a few old receipts.

Personality: Once upon a time, there was a very, very small child with very, very big eyebrows. He had a mother and a few older brothers, and the responsibility of a whole nation on his scruffy little shoulders.

That was a long time ago, but honestly, England hasn't changed much since then. He mostly just got taller.

The most important thing to know about England is that he doesn't trust easily. Many facets of his personality and how he interacts with other people stem from his trust issues. Simply by virtue of what he is, England has lived through a lot of dirty political tricks, backstabbing, and betrayals — and he's reciprocated his fair share of it. He knows what people are capable of, so even if he sometimes dares to hope for the best, what he's expecting is always the worst. England taught himself early on to be stubbornly cynical, because idealism doesn't do you any favours when your land is being invaded before you're tall enough to properly use a longbow.

Where the problem comes in is the fact that, by nature, England isn't like that. He was always cautious, always introverted, but it was the world that taught him to be pessimistic and distrustful. So, he's always held that against the world. And, just the same, he tends to take it out on the world, too.

It goes without saying at this point that England can be hard to get along with. It's definitely not impossible; he's friends with Japan and is civil enough with Seychelles that he feels comfortable asking her to be the honeymoon location for the royal couple, plus he's downright pleasant to baby America in the 1600s. It's said that he has a soft spot for cute people, magical creatures, and children. But he's a bit easily offended (mostly because he's always expecting to be offended) and he's prone to keep people at arm's length. So, carrying on an extended conversation with him can be difficult unless one can get him talking about something he's interested in.

He's actually fairly tolerable to most people he's first meeting, unless he's in a spectacularly bad mood. He's completely capable of talking to someone without biting their head off if he doesn't have reason to think they're going to slight him somehow, though a lot of his relation to people is through shallow pleasantries and sarcasm anyway, as those are the go-to communication methods for a distant jerk like him. He's also made a habit of lashing out easily when someone says something he doesn't like, because he's got a stick up his arse and a temper as ridiculous as the day is long. Once someone does slight him, that's where everything goes all pear-shaped. England holds grudges forever. In the strip that details the Anglo-Japanese alliance, there is a note about his treatment of France that describes vindictive action as "typical" of England and that "he never forgives his enemies". His reaction to July 4th illustrates this well; even over two hundred years later, he still gets a seasonal sickness in reaction to Independence Day, and it's one of his favourite topics to drunkenly rant about. But if someone can manage to talk to him without pissing him off, he can occasionally be pleasant company.

England fancies himself a gentleman despite his propensity for poor behaviour, of course. He likes people to think that he's ruled by reason and propriety and that he can keep up the "stiff upper lip" ideal all the time. But anyone who knows England also knows that his claims to gentlemanly fame are an exercise in both pretence and futility. At his core, England is rowdy, vulgar, and selfish. The truth is, he's overemotional; he's easily swayed by sentiment, both good and bad. Pointless reminiscing and centuries-old grudges are both commonplace for England, and they both affect his actions. He's definitely gone to war over grudges before — when the War of Austrian Succession became unfavourable for Austria, England left a note for him that said "Just wanted to kick France's ass. I'm neutral now." And then, following that, he joined the Seven Years' War on Prussia's side against Austria, just because Austria had allied with France and England wanted a piece of the fight against the French forces.

It's no secret that England is a huge hypocrite in a lot of ways, especially in regards to the "gentleman" thing. He'll reprimand someone for their table manners in one moment and then jump over that same table to clock France in the teeth in the next. Not acknowledging this hypocrisy is par for the course with England, as is denying it if he's ever called out on it.

In general, England doesn't like admitting when he's wrong, and he doesn't like asking for help. It's a matter of pride. He has constructed for himself an absolutely absurd fortress built of pride and held together by a strong paste of denial. He learned many centuries ago that weakness doesn't pay, and he sees being wrong — and especially admitting to someone that he was or ever could be wrong — as a weakness. England is always right (except when he's not), and he's always strong (except when he's not). Admitting otherwise is admitting defeat. When he does confess to needing assistance or advice, it's very reluctant, as demonstrated in the recent Industrial Revolution strips. If it's for the betterment of his nation, he'll suck it up and do it, but he won't like it.

Honestly, the pride thing covers a much broader spectrum than just doing dumb, hypocritical shit; it blankets any kind of vulnerability in general, including the kinder side of human emotion. England is reluctant to make concessions of any calibre to people because he worries that they will be marked and taken advantage of.

This doesn't mean that he never does anything nice, but he tends to have regret upon doing so, due to his aforementioned tendency to view softer emotions in himself as weakness. Of course, despite this, England never learns in this regard. In much the same way as when he lets his temper get the better of him, sometimes he gets sentimental urges that simply cannot be ignored. Getting attached to someone is damning for England, because it inevitably means he's going to embarrass himself by being nice to them. And it gets worse the longer someone sticks around. Though he'd dig his own grave before admitting to it, when he cares for someone, he's in it for the long haul, even if he often seems very hot-and-cold in the short term. And he has the capacity to care very deeply for people, even if he's rubbish at actually showing it.

On the whole, England is so critical of himself and his own emotions because of low self-esteem. After all, he's just some rainy, black sheep island with no friends and no more empire to compensate for not having friends. Or so he often thinks, anyway, because self-deprecation is another of his wonderfully marketable skills. Truthfully, England does have a few friends amongst the other nations; not many, but that's asking a bit much of a group of beings that have been fighting amongst each other for centuries. However, due to his trust issues, England sometimes has trouble believing that people are genuine when they claim to like him or offer him help, so he can be a bit of an unwarranted jerk if he thinks that someone might just be playing some sort of elaborate emotional prank on him.

Oh, and about that compensating thing up there? England does that all the time. No one is allowed to know about his low self-esteem because that's — surprise! — a weakness, so England covers it up with bravado ranging from an aristocratic hauteur to a boastfulness more becoming of America than an English gentleman. He'll brag about himself, his nation, his culture, and his abilities if given the opportunity, and occasionally even when someone is going out of their way to hide the opportunity from him. Admittedly, England does tend to go on about things that he genuinely thinks are great; he has nothing but the utmost pride in his country, as is appropriate for a nation. Whenever he's faking it, he's doing it almost specifically to be contrary to something someone else said.

To keep in the spirit of being contrary and a general pain in the ass about emotions, England has refined repression into a delicately-honed craft. Arguably, this is part of the reason his own emotions are so intense and out of control; he doesn't deal with them in healthy manners, he just squashes them down and hopes they'll go away when they inconvenience him. That, or he drinks, but the repression is generally favourable over the drinking, which often becomes a messy affair of crying about the Revolution and overall being an overemotional trainwreck to anyone in the vicinity. Of course, as with all unhealthy coping mechanisms, both repressing and drinking are apt to backfire spectacularly on England, with a proverbial fireworks show guaranteed once he has tried to cram just a little too much feeling into one tiny bottle.

On the whole, England dwells on the past a great deal. This is partially a side effect of what he is; as a nation, he naturally places a high value on history. Aside from his people, England's own history is one of the most important things to him. However, practically speaking, England's unwillingness to let go of the past can be problematic for him and the people that insist upon keeping his company. The problem of England's eternal grudges goes without saying at this point, but it isn't just the bad things he clings to. He holds on to the good just as tightly — which, while sweet in theory, has its own issues. Lingering on what England sees as the glory days colours his perception of the present in a negative light, because to him, things aren't as good as they used to be. A demonstration of this in canon is the way England dwells on how things used to be between he and America back in the colonial days; America was much friendlier to England as a child, so England often thinks back on how nice it used to be, to the detriment of his current friendship with America (he used to be so much cuter).

He might not obsess over things long since passed if he weren't so damn stubborn. This is the guy who turned to piracy and privateering in the seventeenth century when he wasn't making legitimate money fast enough, conquered a quarter of the world in the name of influence and power in the nineteenth century, and kicked Germany's aerial assault to the curb despite being the last major Allied power standing during World War II. England is accustomed to fighting until he gets what he wants, often through sneaky or underhanded methods like spying and privateering. And though he no longer has the clout of the world's largest empire behind him, he still argues like he does. Of course, this goes back to the weakness thing, as well: losing is weakness, and England isn't weak. Therefore, he always has to win, even if it's a stupid argument over the proper name for chips or football.

England is so contradictory and ridiculous because, deep down — and not as deep down as England thinks — he's mostly just a huge lonely dork. England has an enormous fondness for fairy tales, myth, magic, and romance (both the classical and modern definitions of it). England was always able to see the fairies back in his world, and even had those that were his consistent companions throughout the years, which helped to ease the loneliness of being a thoroughly unpopular island nation. Even in the modern day, he can often be seen talking to what appears to be thin air as he converses with the magical creatures that live in his land. And, apparently, even the ones that don't, as he was once shown communicating with creatures from Japanese folklore while he was visiting Japan.

He got attached to the fantastical nature of magic as a very young child, and that has stayed with him for centuries. He has never stopped believing, even in spite of the fact that most other nations, with a few exceptions, can't see supernatural creatures unless they travel to England's country. Though he would rather keep it quiet, this affinity for fantasy and never-ending sentiment affects other aspects of England. As it's in his nature to want people who will stay with him like his fairies always did, and want to believe in things even when his head tells him not to, England will always slip up and show his soft side to people he gets attached to one way or the other.

It is actually possible for England to seem fairly cool and composed, but only under certain circumstances. Though the rest of his emotions are pretty out of control, it's surprisingly not easy to scare England, probably because he's spent his entire life seeing weird shit like unicorns, fairies, and ghosts. He also has a responsible streak when it comes to handling serious issues, so when that comes out, he's definitely more the picture of the in-control gentleman he tries to create. However, this isn't necessarily an uncommon trait of his kind. When it comes to their people, a nation will do whatever it takes to keep them safe. When push truly comes to shove, England can put aside all the trivial bullshit to be a capable, if not entirely personable nation. This is something England had to learn over time, though, after learning the hard way that personal feelings can never come before a nation's people.

So, to summarise this all with a tired simile, he's kind of like an onion: he has layers upon layers of defence mechanisms, and he's apt to make people cry if the layers are cut into, but if you approach carefully and cook it all just right, even onions can taste okay. It's debatable whether it was worth all the tears to get them to that point, of course, but that's a matter of personal preference. England is a vitriolic little twat with an empire's worth of trust issues, but he does truly want friends and a world where he can afford to be an idealist, even if he's unlikely to admit this to himself.

Flavor Abilities: England will retain his connection to his people (only the English ones; the other constituent countries of the UK belong to his brothers), though it will be static from the moment he comes to Norfinbury. He won't feel any changes in his population, politics, or land. He will also keep his connection to the magic in his land, but he won't be able to utilise it or feel any changes in it. He also will not be able to sense any magic outside of what's in his land and his Sight for seeing the supernatural will be gone. His ability to discern another nation at a glance will remain, as well.
sageprincess: (Laughing along)

Zelda | Legend of Zelda: Ocarina of Time | reserved

[personal profile] sageprincess 2015-06-01 04:01 am (UTC)(link)
Player Information

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

Character Information

Name: Zelda
Canon: Legend of Zelda: Ocarina of Time
Age: 17
Gender: Female
Canon Point: After sending Link back in time.
Background Link: Zelda wikia link
Inventory:
x1 Ocarina of Time (magic removed)
x1 Goddess Harp (magic removed)
and everything she's wearing in this image

Personality:
"They say that, contrary to her elegant image, Princess Zelda of Hyrule Castle is, in fact, a tomboy!"

Graceful and kind, Zelda presents an image appropriate for a person of her royal station. She is well-spoken and polite, ever mindful of how her words might come across to others. Always endeavoring to keep a level head, she rarely raises her voice in anger, and keeps in mind that acting rashly often leads to unforeseen consequences later on. She possesses a strong moral compass, with the safety and happiness of her people always coming first. And if one treats her precisely as the perfect princess she tries to be, that is likely all that one will ever see.

The young woman underneath that image is a bit more complicated.

"This is the legend of the temples passed down by my people, the Sheikah. I am Sheik. Survivor of the Sheikahs..."

Past the age of ten, Zelda was not raised as a princess. After fleeing in the wake of Ganondorf's coup, Zelda's caretaker, Impa, instructed her in the ways of her people, the Sheikah, also known as the Shadow Folk. Impa taught her magic and music and martial arts, but above all else, Impa taught her to survive. She chooses her words carefully because she has learned the safety in secrets and silence, and how one slip up can spell disaster. She does not act rashly because acting without adequate information is what caused a great deal of the tragedy in Ocarina of Time (at least, to her eyes), and she will not repeat such mistakes. Her insight tells her which battles are worth fighting, and living to fight another day is always preferable to struggling in a battle that is already lost. It was a difficult and isolated life, being unable to truly connect with anyone except her caretaker and Link to an extent, but she survived it and came out the other end ready to reclaim her throne.

Of course, the flip side to this is that once she reclaims her title and identity as Princess of Hyrule, her training for that role is somewhat lacking. When they were able to meet, Impa may have attempted to fill in the gaps of Zelda's royal education, but doing so would be incredibly risky with Ganondorf's agents around Hyrule, and there wouldn't be any reasonable way to put such lessons into practice, besides. But Hyrule's people need her, and to that end she will improvise and act to the best of her ability. When in doubt, formality and respectfulness are her armor and shield.

"All the tragedy that has befallen Hyrule was my doing... I could not comprehend the consequences of trying to control the Sacred Realm."

Unfortunately, Zelda is not the most self-assured person in the world. The guilt over allowing Ganondorf into the Sacred Realm is an ever-present weight on her mind, and living the consequences of that mistake for seven years has left her with a fairly injured sense of self-worth. No one is more critical of Zelda than Zelda herself, especially when she fails to reach the impossibly high standards she's set for herself, and her tendencies to keep things to herself and hide behind duty often exacerbate the problem, leading to her trying to 'atone' even when no reasonable person would blame her for such things. It's an unfortunate snowball effect she's found herself in, even if she's good and keeping it under wraps much of the time.

"I waited for seven years... And... now you are back. The dark age ruled by Ganondorf the Evil King will end!"

Despite all this, however, Zelda remains a steadfast idealist at her heart. She has learned to expect the worst, true, but that doesn't stop her from still hoping for the best. Seven years of waiting in a hostile environment would wear on anyone's mind, but through her patience, determination, and hope that one day things would be better, she was still able to give Link a smile after revealing herself in the Temple of Time. Sometimes she can fail to live up to her own ideals, because as mentioned previously the standards she sets for herself can be ridiculously high, but she'll be damned if she doesn't keep trying to reach for them. It's what her people deserve.

At the end of the day, Zelda is an intelligent, compassionate woman who cares deeply for those she has given her trust and her people. She struggles with the weight of the titles destiny has bestowed upon her, as well as the trauma sustained during her seven years in hiding, but she tries her best regardless.

Flavor Abilities: Zelda will retain the ability to disguise herself as the Sheikah minstrel, Sheik. This form offers her no inherent advantages that she wouldn't also have as her undisguised self, and is purely aesthetic. I'll leave it up to the mods on whether the clothes change happens as well.

Suitability: Given Zelda's past, she will have some amount of resistance to Norfinbury's enforced isolation. Of course, how long that lasts depends on how things play out, but she's still no stranger to having to survive on her own. She could easily turn into a mentor-like figure - especially to characters younger than herself - when those who are less resilient start breaking down. On the other hand, barring some extremely traumatic event, it's likely that it will take longer for Zelda to truly open up to people given the way Snowblind is set up. It's easy to hide emotion behind text, easy to turn the tablet off when even that is too much to handle. It will be a challenge to get someone to break through those habits of hiding and see her for all that she truly is. And finally, the questions of 'why was I brought here' and 'how do I return home' will drive her to actively seek out the town's secrets. She has far too many important things to do in Hyrule to be trudging about in the snow, okay.

RP Samples:
action: test drive thread with England
network: top level test drive thread, with network prompts from Korra and Shion
armoured: (happy] ymca)

Alphonse Elric | Fullmetal Alchemist: Brotherhood

[personal profile] armoured 2015-06-01 04:01 am (UTC)(link)
Player Information

Name: Fossil
Age: 28
Contact Info: [plurk.com profile] bibbety
Other Characters: None

Character Information

Name: Alphonse Elric
Canon: Fullmetal Alchemist
Age: 15
Gender: Male
Canon Point: Just before the final fight with Father
Background Link: Background (World) and Background (Character)
Inventory: The armour that is his body, which includes a large loincloth tied around his waist. Additionally, a notebook and pen (what was his 'future snacks' book).

Personality: Alphonse Elric is the very definition of 'don't judge a book by the cover'. His outward appearance is that of a towering and intimidating suit of armour, decorated with conical spikes, and looming head and shoulders above mostly everyone else. But after only a few minutes of conversation, it wouldn't be hard to find out that he's anything but intimidating. In many ways, Al is a perfect foil for his older brother. Where Edward is hot-tempered, impulsive, and often impatient; Al is gentle, kind, and much more accepting of everyone around him.

One of the most defining things about Al is definitely his ability to keep hope alive, and to keep looking at life through optimistic and happy eyes. He naturally sees the glass as half full and, even in the darkest or most painful situations, he can find a way to put a positive spin on things. The most prevalent way this shows itself is in his attitude towards his armour body. For example. even though he desperately misses sleeping, eating, and even simple things like feeling the rain, he manages to put a positive spin on things by keeping a list of foods he will eat when he gets his body back.

Even Al can't deny that his armour body is a burden on many occasions, but he is still thankful to be in possession of it nonetheless, despite his brother's fears to the contrary. Ed saved Al's life by transmuting his soul into the armour, giving up his own arm in the process, and Al sees this as something to be incredibly grateful for. The depth of Ed's sacrifice showed how much he cares for his younger brother, and because even life in armour is still life and that means there's still hope that things can get better in the future.

It's in this viewpoint of looking to the future, that Al's hopeful optimism becomes intermingled with his impressive determination. The combination of these traits are what allows him to keep single-mindedly moving towards his ultimate goal - the restoration of both his and Ed's bodies - without becoming bitter from what they have already endured, or despondent about how far they still have to go. From burning down their own home so they had nowhere to return to, to following the slimmest of leads across the whole country, the theme of 'moving forwards' and continuing to hope is a strong one that never fades away. Yet despite this determination, Al remains a very moral person and never lets the end goal justify committing atrocities. For example, even though the philosopher's stone may be able to help restore his body, both he and Ed refuse to use one once they find out that human sacrifice is required to make one.

An almost natural progression of his sunny outlook on life, is Al's capacity for kindness and forgiveness towards others. He hates seeing other people hurt, and it's the injuries to the people that he and Ed meet along the way which cut him far more deeply than any hurt to himself. He often goes out of his way to attempt to shield and protect others, such as hiding a chimera girl inside his armour to try and keep her safe from the military, even if it ended up backfiring. This desire to protect and care for others, builds to such a point that eventually he snaps and declares that he "won't let anyone else be hurt for them [he and Ed] any longer."

His willingness to forgive and believe in the goodness of people, is shown the most clearly in his relationships with both Hohenheim and Scar. Hohenheim, the father of Ed and Al, abandoned their small family unit when both boys were very young and didn't return even when their mother died. Understandably, Ed is bitter and angry towards him; however, Al is shown almost immediately accepting his far-fetched life story and calling him 'Dad'. Scar has murdered many State Alchemists, and even attempted to murder Ed, but Al still entrusts the safety of May to him when it becomes absolutely necessary. All of this might make it seem like Al is a very naive and innocent person, but he's actually quite mature for his age and well aware of what the world is really like, it's simply that he chooses to believe that it can be better.

However, all of this kindness and optimism aside, Al is a very human boy at heart and, as such, has some very human failings of his own. He's by no means immune to fits of sadness and despair. His armour body is often a cause of distress to him, though he may try to cover it up, because of its severe limitations. He can't sleep or dream, he can't eat, he can't feel anyone touch or embrace him, and he can't even cry if he needs to. He desperately longs for his body back to regain all of these things, and sometimes the reminders of what he has lost are too much for him - for example, when he haltingly admits to Ed that he isn't sure how many more nights of loneliness he can bear.

His body can also make him very sensitive to the observations of others, as well as sometimes wavering in his own self confidence. He dreads being seen as something other than human, and the brief period when he allowed Barry the Chopper to plant doubts in his mind that he ever had been human led to some of the worst depression Al suffered during the series. He knows he is human within, and Ed knows he is human too, but he is always acutely aware that others may not see him that way, which hurts deeply. Of course, the loss of his mother and the subsequent attempt to revive her using human transmutation has also left deep scars on Al emotionally. The burden of guilt over what he and his brother tried to do, as well as the physical pain that Ed endured for many months afterwards, is something that never truly leaves him.

Finally, it would be impossible to talk about Al, without mentioning his relationship with his older brother, Edward. The two brothers share a connection and love that stems from being all one another has, and is deepened by the experiences they have gone through together. A large part of Al's strength comes from Ed, and his belief in his brother. He looks up to him, admiring his passion, his dedication, and his strength; and in turn takes comfort from knowing that Ed holds him in equally high regard. Yet, despite their closeness, the relationship never crosses the boundaries of being co-dependent. Al knows that Ed is competent, and so trusts him to take care of himself and return safely whenever they are separated.

Flavor Abilities: Al will retain his hollow armour body. However, as discussed here, he will still require food, sleep, and shelter from the elements to survive. Additionally, his armour is sealed shut, and damage to it will result in bleeding despite the metal casing still being empty.

Suitability: As Al is one of those people who displays their heart for all to see, and cares so deeply about others, that the ruthless nature of the environment will get to him even if he manages to shelter himself from the cold. He would also be highly affected by any psychological horrors that were inflicted (such as the cabin fever), and seeing others in distress would hit all his buttons. I am interested in exploring the contrast between the hopelessness of a horror game situation and the natural optimism of Al's character.

RP Samples:
Test drive thread - In the setting, with various separate sub-threads
Open RP post - For characterisation, with various separate sub-threads

Please note, the linked samples in the setting were written before requesting clarification about Al's body/flavour abilities, so they are inaccurate in the way he would treat the cold. In order to rectify this, I've written another sample in case more is needed.

Written sample: Network (in the setting)
[It has taken Alphonse a while to work out the tablet. The technology is vastly superior to the phone network within Amestris and, as if that wasn't barrier enough, the device is hardly made for someone with such giant metal fingers. Still, he's a fast learner, he always has been, so it's only a few days of botched note taking full of typos, and instructions from the help screen, before he's able to utilise it properly.

The first thing to be shared on the public network is a photograph. It's just the white expanse of snow that covers most of this land, but there is an incongruously placed wooden chair planted atop a snow drift. The picture fades away, because Al hasn't quite mastered broadcasting himself and the picture on the network at the same time.]


I think it's about time we took exploring here seriously. Not just to try and find our way home, but also so we can map safe routes to shelter, food, and friends. If we each place markers like this, then eventually we will have a set of rough guiding posts. Then when you pass one, you can note down where it is, and you can get back there in case of a distress call or... well, anything.

[Organisation might be a small step to start with, but it's an important first one in Al's mind.]
mayora13: (pic#9135733)

Hijikata Toshirou | Gintama | Reserved | (1/2)

[personal profile] mayora13 2015-06-01 04:36 am (UTC)(link)
Player Information

Name: Elise
Age: 24
Contact Info: [plurk.com profile] fromgilbo
Other Characters: n/a

Character Information

Name: Hijikata Toshirou
Canon: Gintama
Age: ≈20 [headcanon: 24]
Gender: Male
Canon Point: Somewhere between the Otsu Arc and the Baragaki Arc
Background Link: A long letter home.
Inventory: Hijikata will be wearing his typical Shinsengumi uniform, which is very basic black ankle boots and slacks with a white collared shirt, ascot and vest all worn under a semi-ornate officer's coat. While this provides him with layers, it's not particularly suited to winter weather. He will also have his wallet, though it's contents are almost impressively unimpressive for someone so high ranking. More importantly, Hijikata will be bringing along one pack of cigarettes, with two already smoked. He will also have his small, mayonnaise bottle shaped lighter. Neither will be long for this world, since he's a chain smoker. The lighter may outlast the cigarettes, but not by much. Finally, he has a useless brick of a flip phone.

Personality:

"You're the ideal samurai model for everyone. Everyone models himself after you. "


Hijikata Toshirou is the sort of man who gives off the impression that he's cool. He will always be found with either a cigarette or a sword in his hand. If it's the latter, then the cigarette is in his mouth. To be sure, he is widely respected and feared by his subordinates and the citizens of Edo. The former due to his dedication and strict rules, and the latter because they don't know he subsists on mayonnaise and anguishes if he misses his evening TV drama rerun.

The demon vice-chief of the Shinsengumi certainly has an image. He may seem like he's not all that concerned with it, given his habit of eating 'food' comprised of 80% mayonnaise and flailing his sword around in the street yelling death threats, but Hijikata is incredibly prideful.

A man defined by his pride, Hijikata holds himself to the same standards that he does others, if not higher. While this deep sense of pride does keep him on track, accomplishing a wide breadth of tasks both menial (directing traffic) and large scale (busting terrorist HQs), it also serves to make him incredibly stubborn when it comes to just about everything.

"He's lying through his teeth just because he doesn't want to lose."


Losing is not an option for Hijikata. He will fight until he can no longer physically move, lie through his teeth, or get weird surgical implants from a shady dentist before he'll admit defeat. The man's stubbornness, disguised behind a veil of brusque masculine spirit and samurai honor, typically gets him into both dangerous and absurd situations. More seriously, he is not the sort of person who will ever ask for help, preferring to shoulder every hardship himself instead of burdening others or showing vulnerability.

"Every other word you utter is 'kill'."


As a busy police officer with many important things to do, Hijikata is not a friendly man. Hijikata's demeanor may seem cool, but that is only to those giving him a passing glance. He has an incredibly short temper - or what he would consider a low tolerance for bullshit - and flings threats freely. They're not usually the most creative, instead getting straight to the point where he kills whoever is being a shit. The man takes his anger out physically, often beating up a certain coworker who, for all his bumbling, does not screw up as often as Hijikata abuses him for. Thank you for your brave sacrifice, Yamazaki. The demon-vice chief's temper is so strong that when he was possessed by a demon otaku sword, he broke free only to slam Gintoki's head into the dashboard of his cop car in anger.

Living the long suffering life of the straight man to many of the other character's jokes and outlandish personalities, Hijikata has a very no nonsense aura, and does his best to keep others on track. Every task, no matter how menial, is taken seriously - perhaps too much so. He performs by the book, and is very insistent on not only practical procedure but paperwork being completed properly. In his years as the vice-chief of the Shinsengumi, he's become very adept at writing follow-up reports for all of the idiotically botched assignments his subordinates (and himself, but don' t mention those) have inflicted on the citizens of Edo.

As the enforcer of order within the Shinsengumi, Hijikata is strict. Ruthless, even, as he cuts down foes with a smirk and yells abuse at his subordinates when they break one of the 45 regulations he's set out. The threat of 'commit seppuku' hangs over everyone in the force, with Hijikata bearing down on anyone who strays from their creed. He takes his work incredibly seriously, and is frequently shown making the mistake of trying to get something done.

"I don't care if I lose an arm or a leg, as long as I am still breathing I'll keep fighting."


When it comes to a fight, Hijikata will never back down. Clashing blades with an enemy is the foundation of Hijikata's being. He is incredibly dedicated to his training, though he does not advertise how often or how intensely he practices. Some may think this subtlety is a result of a humble streak. While humble wouldn't be the worst thing anyone's ever called him, Hijikata is more likely keeping focus from his dedication for the effect of making himself look that much tougher. A guy who doesn't need to practice to be fearsome, to cut down all of his enemies, is stronger. When Kondo confronts him on practicing in their country dojo, Hijikata argues that he simply got his hand stuck in a convenience store door. Which is apparently somehow cooler and less embarrassing than admitting he'd gotten blisters practicing.

It has been said that all Hijikata cares about is fighting, and this is not entirely untrue. While the man certainly holds the members of the Shinsengumi, and a handful of others, close to his heart, it is because of his desire to be strong enough for their sake that he fights. Becoming stronger is always one of Hijikata's main goals. The more powerful he is, the more he can do to keep others safe. Bloodlust, however, is not completely absent from Hijikata's fighting, and he does enjoy himself when he's crossing blades with an enemy.

Despite all of his angry outbursts, Hijikata is nicer than he lets on. He prefers to let people live their lives to the best of their abilities, and will interfere with attempted interference if necessary. Protecting is an incredibly important aspect of Hijikata's drive in life, but damn if he'll let it show. He wants no credit, and will often play off any helpful acts he commits with irritation or annoyance.

"He never expresses his feelings to anyone. And he never shows it on his face. The only thing he cares about is sword fighting. No one trains harder than him."


Engaging in self-sacrificing acts of violence is Hijikata's typical method of problem solving. The man is not looking to die, but he does not fear death and typically has little regard for his life when it comes to charging bazookas blazing into a dangerous situation. Hijikata fights both out of a sense of loyalty and an unyielding need to become stronger. These two things are intertwined, as his strength is used to uphold his dedication to the Shinsengumi. Though the man is seemingly callous, he is hardly incapable of empathy. Hijikata will veil any kindness he displays with agitation or manly bravado, but he is frequently motivated by the desire to protect another.

"Love and romance is nothing but an illusion."


Hijikata has a very set and narrow idea of manliness. By that same token, he has a stupidly vague idea of womanhood, and absolutely functions with a mental divide between the two. For a man who boasts that he cares for little other than strength, he is quickly thrown off if faced with a female opponent. When fighting Kyubei, upon finding out she was female, his attacks declined in ferocity and he was defeated. Those damn convenience store doors struck again, apparently. It isn't that Hijikata expects women to be subservient to him, he's simply grown up surrounded by men, so his idea of femininity is fairly limited.

When it comes to love, Hijikata has stated that it is both an illusion and for other people. The first conclusion arose from the fact that he is generally popular with women - whom he treats casually if not a bit coldly - until they observe his strange eating habits. Their subsequent appalled reaction has hardened him against believing that affection so readily expressed is genuine.

As for considering love to be out of his domain, Hijikata would not consider himself an eligible man. His career and dedication to fighting, throwing himself into any dangerous situation that arises, all could rob him of his life at any moment. When faced with his budding dangerous position and his love interest, he pushed the girl away intentionally. He was convinced that his lifestyle could never afford a partner happiness.

"I won't call you a bastard. I'm no better. I've done more than my share of bad things. I just wanted the girl I love to be happy"


When Hijikata cares for someone, he will readily sacrifice himself as the bad guy to protect them. He will get his hands dirty so that another can live a clean life, and he will always be the first to leap into a morally-grey task to spare another the complications. When he found out that the girl he loved's fiance was dealing in illegal smuggling, he went after the man's life alone. While he was aware that she could have lived a happy life not knowing of the man's crimes, the risk of her finding out or being mistreated was too great and he was willing to be marked as a heartless killer for preventing that heartache. He will sacrifice his personal relationship with someone to win their peace of mind or physical safety without hesitation, even if his comradery was something they strongly desired.

"THERE'S NOT ENOUGH MAYONNAISE!"


As stringent and strict as Hijikata is determined to be, his attitude can switch on a dime if he is under enough duress. Unfortunately, he's trying to get work done in a comedy anime, so his life is frustrating. When a situation gets ridiculous, he ardently resists being dragged into absurdity or juvenile banter by his peers, but will typically crumble and deliver something dumb anyway. Hijikata has shed real, pure, manly tears over action and children's movies alike. He is not incapable of acting like a complete idiot when faced with desperate situations such as a haunted house or the lack of cigarettes. The priority of his pride and image drops severely when he needs a nicotine fix. As for experiencing fear, Hijikata will always attempt to play himself straight and even until the last moment, when a dramatic reaction of running and hiding is unavoidable. Even then, he'll attempt to explain it away with something 'cool', like looking for a mythological figure in a vase. Smooth.

Ghosts, angry spirits, and other unexplained supernatural phenomenon absolutely get under Hijikata's skin. Aliens are the exception to this rule, since they're a normalized part of his daily life. It is things that he cannot see or explain that make him jumpy.

Some people like mayonnaise, some people love mayonnaise, and some people are Hijikata. He is nothing short of obsessed with the condiment. All of his meals consist of more mayonnaise than actual food, and he is utterly serious and dedicated to his culinary taste. While his loyalty to mayo is frequently the butt of many jokes within the Shinsengumi and from outsiders both, Hijikata is completely unphased by these attacks on the perfect condiment and will argue for it's honor every time. It's difficult to quantify Hijikata's love for mayonnaise, but to put it in perspective, he once made the entire Shinsengumi - people he purportedly cares about - eat nothing but mayo for days on end so that he could win a ticket to tour the mayonnaise factory. What he thought would be a thrilling w*lly w*nka rip off experience ended up to be an absolutely normal boring factory. He collapsed on the sidewalk afterwords. It was embarrassing.

"I don't want to disappear without accomplishing anything. I want to leave proof of my existence."


Muramasha, Hijikata's blade, is terribly cursed with the soul of a vengeful otaku. This curse took root in the man's being, forcing a personality known as 'Tosshi' to develop. An avid anime fan, Tosshi was a coward and even more socially inept than Hijikata's original flavor sparkling personality. The possession led Hijikata to make a completely separate sphere of like-minded otaku friends and fling his money into the wind on anime and merchandise. Though he was eventually able to win dominance over the pathetic personality, it still forced it's way to the surface from time to time. It is only recently after the canon point from which I'm taking him that this personality has seemingly vanished for good.

Hijikata states that this was not the actual boy killed with the sword, but a subset of his own personality - thus he has the capacity to be interested in those sorts of things. More importantly, Tosshi's desire to not fade away without accomplishing anything reflects Hijikata's own lifestyle of carving his own path out to leave behind as a mark of his existence. In this way, he is ambitious, even if he does not seek to raise his position in the hierarchy of the Shinsengumi.
indelibleink: (Default)

H.G. Wells | Warehouse 13

[personal profile] indelibleink 2015-06-01 04:41 am (UTC)(link)
Player Information

Name: Anne
Age: 30
Contact Info: Email: buriedandreset[at]aol[dot]com Plurk: [plurk.com profile] buriedandreset (Note: My timeline is private, but I'll definitely add people in the game without question!)
Other Characters: N/A

Character Information

Name: Helena "H.G." Wells
Canon: Warehouse 13
Age: 148, technically speaking. If asked, she'll say 38 which is her physical age
Gender: Female
Canon Point: Post-series
Background Link: Wiki page

Inventory: Sleeveless white shirt, scarf, sleeveless grey vest, dark denim skinny jeans, ankle boots, pair of pearl earrings (real saltwater pearls), two studded earrings and one small hoop earring (those three are for cartilage piercings on her ears), bracelet, locket, and a ring

Personality: Helena is a genius, first and foremost, and she will not hesitate to flaunt her intelligence where she can. But being a genius, she does need a constant challenge otherwise she will bore easily and sometimes bad things may result. In this, her genius is both a blessing and a curse. She has invented many things, including a psychometric time machine, as well as written science fiction novels. Hers is an active imagination, one that she cannot turn off even if she wishes too. There's always ideas bouncing around in her mind for better or for worse. She can be susceptible to becoming obsessed with her projects, such as time travel used to be an unhealthy obsession of hers. She has a great love of the sciences and mathematics, though much of what she knows about them she taught to herself or learned from friends who had knowledge in those fields.

Patience, however, is not exactly Helena's virtue. She can exercise patience, but it is certainly not something she has an endless supply of. Her patience has a limit, which can be shortened if she's dealing with someone whom she does not like or get along with for one reason or another. She does, however, have a large amount of patience when it comes to those she cares for. She isn't typically quick to anger, but if she does become angry, it is best to get out of her way. Helena can have quite a nasty temper when it is roused, and she is most certainly not the forgiving type. She will hold grudges for quite a while, and she is notorious for holding onto her anger and hate.

Extremely charismatic, Helena knows how to talk to people. She is a social creature and it takes little effort on her part to earn favorable opinions from others. Helena knows the importance of a well placed compliment or coy smile. Out-going more often than not, Helena has a very charming smile and a glint in her eye to match. Helena is flirtatious by nature. Also having been born and raised in Victorian England, Helena has extremely proper manners. Even in the modern day, she can still act quite Victorian in her mannerisms. Another thing she enjoys about the modern day is how sexual orientation is, at least for the most part, accepted and not kept completely quiet as it was in Helena's day. She herself identifies as bisexual and has had many lovers of both genders.

She was a woman born far ahead of her time, and she is bit of a dual person because of it. She feels more comfortable in modern times with intelligent women being far more accepted in society than they were in her day. Yet at the same time, she feels so very out of place in the modern world. Ever since she was unbronzed, Helena has been playing catch up in learning about the things she missed during the one hundred and ten years she spent in the Bronze Sector. She hasn't really found anywhere to truly call "home" since she awoke in the 21st Century. Inwardly, she does want to be able to put down roots, so to speak, and have a home somewhere, to feel as though she belongs somewhere. As it stands, she doesn't feel as though she really has a place she belongs, and it tends to make her feel disquiet. Though these aren't exactly things she has expressed to anyone, at least not until very recently to Myka.

However, Helena has a dark side. She is a cold-blooded murderer, though this did not come about until after her daughter was murdered. Helena sought vengeance, hunted down, tortured and killed the men who had killed her daughter. The act left her forever tainted with darkness, and she has since taken the lives of other people, both directly by her own hand, or indirectly because of her actions. She has killed both the innocent and the guilty. In the present day, she carries the weight of guilt for these actions on her shoulders, though she will never regret what she did to Christina's murderers. Everything else, she feels deep guilt and regret for. She makes a conscious choice every day to not be that person any longer, and the psychological effects from her anger and hate will always be with her. This is something she has started to come to terms with and accept about herself. She is forever changed by the events of her life, and after spending time being both psychotic and deeply regretful, she has finally found some balance within her between the dark part of herself and the lighter part. She is neither black nor white, she is, by her own view, a dark shade of grey.

Christina's death has also left her with a deep-seeded grief that she had largely been unable to let herself feel. Grief was not something she knew how to handle, and in the 1890s she buried her grief and embraced her hate and anger. While she has come to terms and let herself grieve for her daughter, Helena will always carry the pain of loss that is easily seen by others who know that similar pain of loss. Also despite progress she has made in accepting her grief and who she is, Helena does, at times, still possess a highly negative and extremely critical view of herself. While she has a great capacity for love, Helena can still feel as though she ruins the lives of everyone she comes in contact with.

Emotions can be both Helena's undoing and her salvation. When she feels strongly, her emotions can control her if she is not careful. Her anger and hate controlled her when she didn't keep them under control, and that ultimately led to her trying to destroy the world. However, she also has given up her life selflessly to save her friends, though that particular event was erased when Artie used Magellan's Astrolabe. She has come to a more emotionally stable ground recently, which was helped by her deciding to retire from the Warehouse and making personal connections outside of the Warehouse. To an extent, Helena does fear her emotions, but she now has a far better grasp on them so she can keep herself balanced instead of going to extremes.

Even though she is a deeply emotional person, Helena very rarely lets others see her softer emotions. She will hide her pain and sadness, all of the emotions that make her feel vulnerable and weak. While this is partly just who she is by nature, it is also what she was raised to do. Victorians were not open about their emotions, so Helena learned early on to keep her emotions close to her heart and put on a mask. Helena does not let people in easily and she does not show her vulnerabilities to everyone she chooses to open up to. She strongly dislikes feeling weak, and expressing her sadness and pain makes her feel weak. This, however, is something she can get past if someone is patient enough and understands her well enough to know when to push her to talk and when not to. She is innately stubborn and if she is pushed when she doesn't want to be, she will push back and dig her heels in on the matter.

Flavor Abilities: She's a baseline human, despite her age. Unless being a genius and a prolific inventor (including having built a time machine, shrink ray and a rocket in 1893, among others) count. She's also very adept at the martial art of kenpo.

Suitability: Helena is the type of person that needs puzzles and challenges, and she is an expert at unweaving both. Back home, she worked for a place in which she had to track down and acquire dangerous objects. However, she is also a bit of a jack-of-all-trades. She's a scientist (mostly biology and chemistry), she's an inventor, she's an author. She's resourceful and is not afraid to strike out into the unknown for the simple sake of gathering information or exploring new places. She loves adventure. She also has some baggage in regards to feeling alone, and pushing that button is all too much fun.

RP Samples:

Test Drive #1 | Test Drive #2 (Not quite to ten comments from my character but better idea of how she'd be in the setting with her memory intact.) | Network-style post Content Warning for some discussion of the symptoms of cholera in one of the threads
fauxtality: and i will whisper no haku (jk bro) (haku will look up and shout save me)

Eiri Kaidou | The Messiah Project | Reserved

[personal profile] fauxtality 2015-06-01 04:51 am (UTC)(link)
(I apologize for the length, lovely mods. Also beware of some big spoilers and mentions of attempted suicide.)

Player Information

Name: Rose
Age: 27
Contact Info: aim: ladyotrings | plurk: LadyotRings
Other Characters: N/A

Character Information

Name: Eiri Kaidou
Canon: The Messiah Project (also just shortened to Messiah)
Age: Not stated, but his actor is 23 at the time of his canonpoint so we’re going with 23
Gender: Male
Canon Point: Hisui no Shou, when he tries to stop Haku from killing himself

Background Link: Hokay, so, this canon is obscure and also not translated into English (aside from random scenes speckled here and there and two drama episodes so far) so the lovely mods will have to bear with me, here because I rely on friends’ translations at any given time. However, here is a basic overview of the canon’s setting.

And here is my write-up of his history.

Inventory: Eiri will just have the clothes on his back, which boils down to his badass Sakura longcoat and clothes he wears under it. And an empty gun holster, which is really quite sad as Eiri likes his guns. In one of his pockets, he also carries around an old and wrinkled piece of paper, which is from his sister before his entire family died. She had written the Momotarou story on it to cheer him up one day and Eiri treasures it very much, even if he doesn’t look at it as often as he used to.
Edited 2015-06-01 04:53 (UTC)
warriorscribe: (In the depths)

Enoch | El Shaddai

[personal profile] warriorscribe 2015-06-01 04:57 am (UTC)(link)
Player Information

Name: Cherry
Age: 27
Contact Info: [plurk.com profile] CherryFlight
Other Characters: None

Character Information

Name: Enoch
Canon: El Shaddai
Age: Immortal, 390~400, appears late 20s to early 30s.
Gender: Male
Canon Point: Postgame
Background: I have nothing to link you, so have a story instead: Once upon a time, there was a farmer on Bronze Age Earth. Mythology said he was a priest but the author decided humbler beginnings were in order. The point is, he was so pious that God was impressed (or so the story goes), and invited him to live in Heaven and work as a scribe. While he was there, a choir of angels called the Grigori fell, enamored by humans and spurred on by his own presence in Heaven. Their children with humans, creatures called Nephilim, lived in constant pain, and ate one another to try to make it stop. This caused their innate vileness - impurity - to accumulate, and when they became too corrupt, they would become Fire Nephilim, rampaging creatures that devoured and destroyed everything in sight. Worse still, the angels were nowhere to be found. Faced with the decision to let the Nephilim destroy the world or to have control over its destruction themselves, Heaven was ready to choose the latter. Their scribe would not have his home destroyed, however. The beautiful thing about humans, you see, is they have this little thing called free will, meaning in the face of orders higher than himself, Enoch could still say no - and that's how he found himself sent back down to Earth to capture the Fallen Angels, along with the four "standard" Archangels (Michael, Gabriel, Raphael, Uriel) as swans, and a fifth Archangel, Lucifel.

It would take him 365 years. Up until this point, he had been an ordinary human, but his capabilities were magnified when he was granted the divine armor that would protect him against the agents of the Grigori and their demonic sponsor, Belial. He was also granted immortality, with all the problems that brought with it - such as having to adopt aliases and having to stay on the move constantly, especially since the acting leader of the Grigori, Azazel, was sending flunkies after him to find him. Eventually, he was able to find the Tower they resided in, hidden in a "shroud of distorted space", where they lived with their human subjects, who saw them as gods.

He climbed the Tower, with...not as much success as one would expect of an action game. The first Grigori, Ezekiel, fled higher, though he met a little girl named Nanna who told him about the way the Nephilim suffered, and about Ishtar, the legendary hero who was supposed to free them all from the false world of the Grigori. (He already knew of both of these, it's recently been revealed, though he did not know Ishtar was Ishtar, as she went by another name when he met her). He managed to successfully capture the next one, Sariel, though at the cost of making the player feel bad for him (and Enoch, though this will be detailed later), the next one was dead before they got there, Azazel ran away too...

And then there was Armaros. Armaros wasn't like the other Grigori. In fact, according to prequel manga Exodus he wasn't even one of the Grigori, he was just an ordinary angel that got sucked into their plans. He was also different because in Heaven, he and Enoch had been friends. And it's heavily implied his decision to fall was influenced by the things Enoch himself told him about Earth. Throughout the level, things that make Armaros different were brought up - the resistance group, the Freemen, do not fear him, and in fact, it's implied they communicate with him, because they're able to tell Enoch that "his feelings of friendship for a human he met in Heaven seem to be the source of his vitality". His child is a Water Nephilim, peaceful and with no desire to eat others. (It may not have been his, but the Freemen and Lucifel alike accept that it is so that's what I'm going with.) Armaros didn't even fight him immediately, instead putting on a dance number, and only after Enoch showed no intention of joining him (as the text on a poster that came with the game's official Complete Guide reveals he wants), he relented and attacked him at at last.

The fight was interrupted by Belial, the prince of The Darkness (read: Hell) who lends the Grigori power, in return for the souls of those who die within. He had taken an interest in Enoch, and captured Nanna, using Enoch's paternal nature and innate desire to protect others to bait him. Enoch took it, of course, rushing to leap into The Darkness as both Michael and Armaros called out after him.

The Darkness isn't a very friendly place. This wasn't his first trip, if the player was observant enough. Ishtar's remains were taken to The Darkness, and while it seems the Freemen had recovered some (their leader adorns himself with her bones, including an impressive skull mask), there were still some remaining in the "pits" horrible cylindrical rooms filled with rising vileness, where the cries of those trapped there gurgled nightmarishly. This was, however, his first trip outside of player control, and you gamers know what that means, right?

Yes, he was in trouble.

Lucifel recruited Armaros to rescue Enoch, because he didn't have permission to interfere directly here (lack of free will really sucks sometimes). Along the way they found Nanna, unconscious but seemingly unharmed, and watched as Ishtar's spirit entered her body. Lucifel said he'd make sure Nanna was okay and sent Armaros on his way. He found Enoch, but not in time to avoid him being corrupted and controlled by Belial. Armaros fought him and freed him, but Lucifel, apparently deciding saving him was counterintuitive to the mission, took Enoch and stranded Armaros there to die.

So Enoch was safe, physically, but not mentally. There's a difference between being covered in vileness, which seems to just sap the strength from someone, and having vileness inside one's own body, which is how Belial plays. Corrupted from within, Enoch's mind was crippled by his doubts, his pain, his fears. His body was encased in carbonite silver (I will never get tired of this joke) to protect it, and his soul was sent back to Heaven to purge the vileness, which involved confronting representations of the source of his pain and wrestling everything back into perspective. It took him several hours, but that's only from Heaven's perspective. On Earth, it was ten years. Nanna didn't just grow up - remember how Ishtar's spirit entered her body? It was her body, the reincarnation was just botched. Nanna as an independent identity was lost and Ishtar took over, swearing to Enoch she would finish what he started. Using her strength as inspiration, Enoch was able to purge the vileness and return to Earth.

He hurried to help Ishtar, catching glimpses of her fighting Ezekiel, and found her covered in vileness, either from lingering parts of her remains in The Darkness or from Ezekiel's attacks. He reached out to help her, but she stopped him and urged him to stop Ezekiel from fleeing and regaining her strength again. He successfully defeated Ezekiel and continued on after Azazel, who was guarding the domain of their leader, Semyaza. Azazel attempted one more boss transformation than usual, and was cut off by a taunt from Belial, followed by a creature that came up out of the ground like it was water, and made it into water, to boot.

Just like Armaros had in his battle.

It was Armaros, in fact. Corrupted, just like Enoch had been, except his shell wasn’t a suit of armor but a hulking monstrous thing that was very definitely Final Boss Material. He had cycling immunities, meaning Enoch had to keep picking up different weapons throughout the fight. Eventually, Dark Armaros unleashed an attack that knocked his weapon from his hands. Enoch had no way of damaging Dark Armaros any further without a weapon, but the other had no interest in attacking him. He simply stood there, while outside the arena, Ishtar had managed to drag herself up there. She pulled herself towards the fallen weapon and used the last of her strength to throw it to him, enabling him to finally put Armaros to rest (or so he assumed; in actuality Armaros had been sealed and would rejoin them much later, though that's irrelevant to this app). Enoch purified Ishtar, restoring her strength, and the two approached what was supposed to be Semyaza’s life support device. Except he wasn’t in there. Lucifel (incorrectly, but it’s not revealed in the game) assumed he’d died too, and took Ishtar off somewhere, presumably for Enoch to meet after he’d shut down the Tower.

For a smooth transition, I'll say he did meet them and spent one night camping out outside the remains of the Tower - but would wake in Norfinbury.

Inventory:
-A pair of designer jeans, stretchy and durable. (would normally be indestructible but as this enables it to be used as a tool beyond what it normally could? Nope, just a pair of jeans now.)
-A pair of old sandals, worn but still usable. Not in this weather though.
-An old, worn brown cloak with a hood, with at least two inside pockets. Probably the most useful thing he has. (does this count as a coat?)
-A handful of small bone fragments that would recite a piece of Ishtar's prophecy when he wills it, but that's been rendered inert. Utterly useless either way.
-A collection of notes given to him by the Freemen. May be used as kindling if he gets desperate enough, but he would have to be very desperate. These are the personal testaments of a people and he won't treat them so lightly. It would be on the same level as burning a book, to him (and he's from ancient times when writing was super-important so he doesn't take that lightly).
jinxings: (Default)

haku mitsumi | the messiah project | reserved

[personal profile] jinxings 2015-06-01 04:58 am (UTC)(link)
(general warning for spoilers, but since it's an obscure series there's more of a blanket warning here for suicide and borderline self harm.)

Player Information

Name: Jelle
Age: 23
Contact Info: queeningsquare[at]gmail[dot]com, aim: Lunixhime, [plurk.com profile] queeningsquare
Other Characters: n/a

Character Information

Name: Haku Mitsumi
Canon: The Messiah Project (sometimes just called Messiah)
Age: They never officially state his age in the canon itself, but considering he seems to be somewhere in his early to mid-twenties I'll go with the actor's age, which is 25.
Gender: Male
Canon Point: At the moment he's about to kill himself during Hisui no Shou.
asteric: (Default)

shion ¤ no.6 ¤ reserved 1/2

[personal profile] asteric 2015-06-01 05:07 am (UTC)(link)
Player Information

Name: Lamine
Age: 23
Contact Info: nacreousdream on plurk
Other Characters: n/a

Character Information

Name: Shion
Canon: No. 6 (light novels)
Age: 16
Gender: Male
Canon Point: End of volume 9
Background Link:

character page & world info

Inventory:
Shion will have on him his regular clothing and a long red toggle coat under which is a sweater. Additionally he'll be accompanied by a tiny black mouse robot named Tsukiyo (Moonlight). The robot is able to understand human speech, carry messages, and project small holograms if it is given the data one wants to project. Holograms are a piece of technology from his world though, so he won't be able to get new data onto Tsukiyo for projection right away. Tsukiyo also has a bit of personality, and he seems to have affection for people who are nice to him. He was a gift to Shion from his friend Nezumi.


Personality:
Imagine a bright, pleasant, polite young man who is poised to accomplish great things: Shion is the perfect picture of such a prized model citizen. At least he is at first, until the glamour breaks, and his actual humanity comes rushing in.

In general, Shion really is a pleasant and bright person. He has a very, very high IQ and has a set of manners which six months of living in abject poverty has not eroded. He does not hesitate to help children who come to him hurt and is rather fond of animals of all kinds—even rodents. In fact usually has an easy rapport with animals and quickly gains their trust, loyalty, and affection. When he sees people whom he perceives as weaker than him, it stirs within him a protective instinct which spurs him to help them without thinking about the consequences. At least it does when his empathy and sympathy aren't being overloaded: if he sees a mountain of corpses and the half-dead, he's not going to be able to help them at all and will actually need some help himself to pull it together. If there is a single dying man who is begging to be put out his misery, Shion will help him, even if he can't manage to strangle the man himself (and actually causes the man more pain trying to help him.)

Which is to say that Shion cares. He really, truly does. Even though he admits to himself that he does not think he is any saint and wouldn't help just anyone who came to him in need, and he says that he does not particularly like people, he actually does extend a hand to those who need it. Such behaviour brought him into contact with Nezumi, his closest friend and partner.

On his 12th birthday there was a typhoon. Not a big deal for such a technologically advanced city as No. 6, but it was a big deal for Shion. The wind and rain and noise excited him, to the point where he experienced a purely destructive impulse for the first time. He did not have time to dwell on it, however, as he had an urge to throw open his window and yell. By doing this he left himself open: and in slipped Nezumi, a twelve year old too, but a twelve year old who was bleeding, aggressive, and on the run. When Nezumi grabbed at Shion's throat, Shion didn't think to panic, however, instead he was focussed on helping Nezumi.

Shion helped Nezumi primarily by performing basic surgery to close the gunshot wound on his shoulder. (Yes, Shion could perform basic suturing at the age of twelve. It was partially his general education, partially his crazy mental proficiency.) Afterwards he gave Nezumi food and allowed him to stay in his room although he knew that, by sheltering Nezumi, he would lose all of his privileges granted to him by No. 6 because of his status as an Elite. Shion does all of this for this boy without any thoughts for what he would get out of it. And, after he does lose all of his privileges and has to move a poorer part of town, Shion tells himself that he doesn't regret it, he wouldn't have made a different decision if he had the chance. Shion isn't one to hold grudges: he means what he does and accepts the consequences for his actions.

His ability to not hold lingering grudges is also evident in his relationship with Rikiga. At one point Rikiga and Nezumi start bickering, to the point where Rikiga basically tells Nezumi that he should become a prostitute. Shion, sitting right by Nezumi, becomes so upset that he cries and physically assaults Rikiga. In the end Rikigia becomes something of a father figure for Shion. And Shion, despite Rikiga still arguing with Nezumi, drinking, and printing a pornographic magazine, is able to have an amiable relationship with Rikiga. He maintains it even when Rikiga basically says that he wants to get with Shion's mother. And, whenever Nezumi is bluntly honest and calls Rikiga a fat old alcoholic, Shion tells him off.

Although he has a massive mental intellect, Shion is not exactly the best problem solver. He is good on a theoretical level given that he possesses as much knowledge as he does. He is also good at logical thinking in that he can come up with a range of possibilities and game out scenarios. What his problem is, is that he is overly emotional. He doesn't want anyone to get hurt, and he is emotionally invested in finding the most ideal solution. Shion often advocates for a less violent way when Nezumi goes on about his hatred for No. 6 and his desire to destroy the city. He inspires Nezumi to consider that there might actually be such an option. He is able to give Nezumi hope that there might be one.

While inspiring hope in others is a vital quality for a leader, Shion does not possess many of the salient qualities desirable in a leader, at least not naturally. He is not able to make purely rational and logical decisions because of his emotions. Nor is he able to handle stress very well. He can at least admit when he's wrong, and he's earnest, but those aren't qualities which are particularly attractive in politicians.

Another one of Shion's flaws is his fatal clueless. Partially this comes from living such a sheltered and privileged life. Nezumi comments on it several times, saying that Shion is a burden because he is so utterly unable to take care of himself. Inukashi also comments on Shion and finds it hilarious that Nezumi would keep such a useless pet. On the other hand, though, a good deal of his cluelessness just seems to be a general part of his personality. He spaces out when he's thinking, to the point that he misses entire parts of conversations that are going on around him. He is also unable to recognise when someone is flirting with him. At one point an older woman with a food stall gives him free high quality cheese and calls him handsome. He thanks her, and then leaves, and later on that evening Nezumi gives him a hard time for not taking advantage of the situation. He tells Shion that he could have gotten a more if he had played along which comes as a surprise to Shion.

And, most cringe-worthy of all, is the fact that Shion doesn't realise that his best friend of many years, Safu, has a sexual interest in him. It isn't until she comes right out and asks him to have sex with him before she leaves to study abroad that he realises there was any sexual tension between them. He turns her down, of course, but he then attempts to ameliorate the situation by telling her he'll have sex with her when she returns in two years even though he obviously doesn't have any interest in it. To rub it in he ditches Safu about three seconds later when he thinks he might have found something connected to Nezumi after they've been apart for four years.

Another thing about Shion is that he is called angelic by at least two of his friends, Inukashi and Rikiga. The thing about angels, though, is that their original nature is often overlooked. Angels—in the Biblical Old Testament sense—are not kind and caring beings. Rather they are intermediates between humans and the Divine. They are designed for a function, and they have a form, but they don't have feelings. So, when they call him angelic, they mean it as a compliment, but it displays a fundamental misunderstanding.

There is a dark side to Shion that few know about. Only Nezumi has witnessed it, though Inukashi has sensed it. This dark side surfaces when he's triggered. What triggers him is primarily seeing those he cares about come to harm. He switches when Nezumi is in danger of dying twice, and he switches once when he blames Nezumi for the death of his childhood friend Safu. When he has switched, Shion is ruthless. His eyes go blank, his expression freezes, he becomes calm, and he becomes capable of acts that he is not when he is normal: namely, killing.

There is definitely some disconnect when he's in this state. He doesn't remember what he's done when he's back to normal. This is evident when he freaks out when he realises he has killed someone by shooting him. The killing really was brutal, too, as he shot the man point blank in the head. Of course the man had shot Nezumi and was going to going to shot both Nezumi and Shion to death, but still. This kind of act is so utterly uncharacteristic of how Shion normally is that it can only be explained by a complete switch of personality. He is made uneasy by this side of himself, too, so it's not something that he accepts or will settle for. It's something that he will struggle against until he defeats it.

It has to be noted that this side of his exists because it is an important issue. Nezumi tells Shion directly that it scares him. At one point Nezumi said that he didn't trust Shion because he was so willing to renounce No.6 and claim that he wanted nothing to do with it, but that is mostly a separate issue. Nezumi is scared of Shion because he doesn't think that he can predict what Shion can do. This side of Shion scares Shion too. It's apparently not something that he can control, and though he does not remember what he did, he is aware after the switch that he was not himself for a time. The third time the switch occurs he cries and apologises to Nezumi since he realises he must have been away from himself. Nezumi forgives him, he understands why Shion was so distraught about Safu, but it is still something that makes Shion a black sheep, at least until he learns how to control his swings, if he even can.

For as amiable as he can be, it's hard to say that Shion has a good sense of humour. Telling jokes is an important skill for socialising. It is, however, not a skill that Shion has. To be sure he can manage comebacks, sarcasm, and irony. After spending time with Nezumi he's learnt how to deal with the insouciance and blatant prodding Nezumi can engage in when he's in a grouchy mood. One of the ways in which Shion deals is by being sarcastic back to Nezumi,. Another way he deals is by punching Nezumi back. He doesn't punch Nezumi without a reason, though! It's more a case that he's expressing himself in a way that's equal to how Nezumi has expressed himself. If he doesn't have the skill of joke-telling, Shion makes up it for understanding when he has to change his method of communication.

Seriously, Shion isn't sadistic. The reality he has come to inhabit outside of No.6 is violent and there's no way that a person who wants to survive can't be affected by it. And, for the destructive impulses that he has, and the murder that he intensely regrets, Shion is generally a pacifistic-ish person who does not enjoy violence or conflict. In fact he goes out of his way to avoid conflict. He admits as much early on in the series.

But, as non-confrontational as Shion is by nature, he is not averse to facing horrible situations for the sake of others, and this speaks to his sense of morality, his sense of responsibility, and his loyalty to others. He refuses to give up the memories of his mother when he runs from No. 6 and figures he will probably never see her again. He does not give up on the citizens of No. 6 even though they are complicit in the abuses the people outside of the city face; he does not condemn them. Shion honestly believes that they can come to some understanding of what is going on and work towards creating a fair and equal society. Nor does he give up on Safu after she's been kidnapped, going as far as to going up directly against the government. Shion ultimately allows his other friends in the matter and (although not at first, Nezumi has to convince him to), working together with Nezumi, he directly risks his life in order to save her. When he learns that he's failed, it utterly devastates him, to the point that he becomes suicidal. Nezumi has to pull him out of an exploding room.

Overall, Shion is in general a rather smart, though simplistic kind of person who means well and isn't afraid to fight for what he believes in, if he's really convicted. His conviction might come from guilt, but guilt isn't always a bad thing. And, speaking of being simple, he does enjoy simple pleasures. It's remarked upon in canon that he is good with his hands doing things such as making clay models or doing crafts. He enjoys doing physical labour with his body, likes to organise things, and finds it rewarding to help others if they are injured.

As far as motivations go, Shion is driven mainly by his relationships with others. A good example of this is his extreme personality change when the people he cares most about are hurt: he becomes a man of action, so to speak, when Nezumi is threatened in any way. He also turns on Nezumi when he thinks that Nezumi has allowed Safu to die. Of course it helps his drive when he actually cares about another person, or if he thinks that the other person is in need. Earlier in the novels he tries to help more people than he realistically can. He becomes easily drawn into others' conflicts; he almost gets saddled with a taking care of disposing a dead body, and he is almost gets shot when he stops a storekeeper from shooting randomly into a crowd to stop a thief.

He has come to learn to more sparingly involve himself; technically, at least, since he knows to game out an emotional situation a bit more before engaging in it, but good judgement is hard to learn. What it really takes for him to become reluctant with involving himself is if he faces a truly overwhelming situation. As mentioned before, he has a hard time of it when he's facing down a mountain of dead and dying persons, he just doesn't have it in him to stop and help them. Instead he joins Nezumi in climbing up the mountain of persons to get out of the pit they've all been dumped into.

A part of motivation from relationships comes from the promises he has made people. He has promised Nezumi that he will continue to live on, so he will do so at any cost. He has also promised Safu to carry on her dreams, so continuing on into the future isn't something that he can't not do.
Edited (how html????) 2015-06-01 05:09 (UTC)
ossifragant: (⊕ never give up)

Greed | Fullmetal Alchemist (2003) | reserved

[personal profile] ossifragant 2015-06-01 05:21 am (UTC)(link)
Player Information

Name: Nin
Age: 27
Contact Info: [plurk.com profile] kamex
Other Characters: N/A

Character Information

Name: Greed
Canon: Fullmetal Alchemist (2003 anime)
Age: 300 headcanonly; physically 32
Gender: Male
Canon Point: Episode 34; directly after leaving Al and Martel in the woods
Background Link: here; under the sections labeled “2003 anime” only.
Inventory: The clothes on his back and nothing else.
yorozuya: (pic#9135591)

Sakata Gintoki | Gintama | Reserved

[personal profile] yorozuya 2015-06-01 05:24 am (UTC)(link)
Player Information

Name:Jas
Age:25
Contact Info: [plurk.com profile] regdichab
Other Characters: None

Character Information

Name:Sakata Gintoki
Canon:Gintama
Age:late 20s-early 30s [headcanon: 29]
Gender: Male
Canon Point:Sometime after the Jail Arc and before the Baragaki Arc
Background Link:Then and now, what I protect has never changed!
Inventory: Gintoki will be wearing his normal outfit, which is composed of black slacks and a black short sleeve shirt with a high collar. He wears a white yukata over this that hangs off his right shoulder and a pair of boots. He's not particularly dressed for the weather, but such is life. He will have his wallet, though its home only to a few candy wrappers and about 1000 yen. The last issue of Shounen JUMP he was able to buy before getting his butt stuck here.
lifewithoutrest: (Default)

Helen Magnus | Sanctuary | Reserved (1/2)

[personal profile] lifewithoutrest 2015-06-01 06:18 am (UTC)(link)
Player Information

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

Character Information

Name: Helen Magnus
Canon: Sanctuary
Age: 274 (apparent age, forties)
Gender: Female
Canon Point: Post Series (ish) - I want to take her from right before the end of the last ep. Kind of mid-explosion.
Background Link: Wikipedia | More Detail
Inventory:

[1] iPhone (65% charge)
[1] Hair Tie
[1] Wristwatch
[2] Earrings
[1] Outfit
     [1] Jacket
          [1] Photograph (w/ Ashley as a child)
          [1] Photograph (Ashley as an adult)
     [1] Shirt
     [1] Pants
     [2] Boots
bindlestifflost: (Default)

George Milton | Of Mice and Men | Reserved (1/2)

[personal profile] bindlestifflost 2015-06-01 06:34 am (UTC)(link)
Player Information

Name: Linds
Age: 28
Contact Info: [personal profile] bindlestifflost
Other Characters: N/A

Character Information

Name: George Milton
Canon: Of Mice and Men
Age: Unknown. Implied to be in his 20s or so.
Gender: Male
Canon Point: End of novel
Background Link: Timeline and Character analysis
Inventory: A tightly rolled blanket with a carrying strap, basic toiletries (straight razor, toothbrush and tooth powder, soap, comb), a pocket knife, a wristwatch, two cans of beans, a box of Lucifer matches, a deck of playing cards, work boots, socks, denim work pants and a denim work jacket, a cotton button down work shirt, undershirt, boxers, pocket change, and a belt, all things listed in canon as in his possession with the exception of the clothing details and very typical of Depression Era migrant workers. (He'll need a better coat for the setting, or he'll freeze even during the day time.)

Personality: George is a moral man who believes himself to be worse and less intelligent than he is. He is frequently down on himself for getting angry with and yelling at his closest companion, despite the fact that his frustration is often justified and over serious things that affect both their livelihoods, and blames his own lack of intelligence for not owning a farm rather than the abysmal economic circumstances of the Great Depression. By the way he speaks, it's clear he's not a very educated man, but he makes several very shrewd decisions throughout the novel and for the most part takes good care of himself and his mentally disabled friend Lennie Small, keeping them fed and working. He's good at reading people (he knows Curley is a bad, dangerous man from the moment he meets him), ascertaining threats (he also knows that Curley is more likely to go after Lennie than him), and coming up with the best course of action for dealing with them under bad circumstances (he tells Lennie to avoid Curley, but if he goes for him to defend himself). Where he falls short is in not understanding how dangerous Lennie can be and thinking that just because his very large, very strong friend doesn't mean any harm, he won't do any real harm. Nor can it be said there aren't warning signs, for Lennie has accidentally killed small animals by being too rough with them since he was a child and has scared grown adults by panicking and holding onto them too tightly.

George is a man capable of going to great extremes and acts of loyalty for those about whom he cares. At the end of the novel, he kills Lennie in a humane way rather than allowing him to be shot to death in the stomach by a mob out for his blood. He knows it has to be done, and he refuses to shy away from it. Like many migrant farm workers of Depression Era America, he has no family connections and no ties to any one place. For most of his life, his one tie, the one thing that he knows makes him different from most other men in his circumstances, is his friendship with Lennie. The exact circumstances of their meeting aren't known. What is clear is that they've known one another since childhood and that before Lennie's Aunt Clara died, George made a promise to her that he'd look after Lennie and bring him out working with him. He admits that at first he was terrible to Lennie. He took out his aggression and frustrations on him, beating him up and playing cruel pranks on him for which Lennie never hated him or retaliated. Being smarter than Lennie made him feel powerful and important. It was likely the only thing in his life at that time that did. He says that what finally made him give up his cruelty was Lennie nearly drowning by jumping into a river just because he told him to and then thanking him for saving his life because he had forgotten George was at fault for him being in the river in the first place.

This event clearly had a profound effect on George and his character. He still derives most of his self-worth from his relationship with Lennie. The difference is that now he finds the worth in taking care of him rather than tormenting him. He now has no tolerance for cruel men or bullies and hates mean people upon meeting them. His initial reaction to Curley, the ranch boss' son, is instant dislike and mistrust. He is all too aware that despite how frustrated he gets with Lennie, without him he'd be completely alone, and his life would be meaningless. He clings to the purpose caring for Lennie gives him, afraid of who and what he'd become without him. Although he's far from perfect or tender in his care of him--he's frequently verbally abusive and often complains about how much better his life would be without him--he is genuinely concerned with his safety and well being. Many of his diatribes come from worrying about him, either making himself sick from drinking tainted water or handling dead things, or from doing things that could get him jailed or worse, such as an incident in which Lennie frightened a woman so badly from grabbing her dress that she accused him of rape and had a lynch mob after him and George. For all of his harsh words and threats, there's a real underlying sense that George rides him as hard as he does because he cares. He wants both of them to be able to work somewhere long enough to earn a stake so they can fulfill a mutual dream of owning a farm and working for themselves, living off the "fat of the land." Much of George's frustration and anger comes from never being able to stay anywhere long enough to get ahead. Inevitably, Lennie gets them both in trouble and forces them to leave under dangerous circumstances. George has a temper and is quick to speak up for himself and Lennie. However, his temper is a rational, practical kind of temper, not the kind that lashes out for no good reason or is based in misplaced pride.

Over their time together, George has crafted an elaborate narrative that he uses much like a bedtime story to keep Lennie happy and motivated to do right. He speaks in great detail of the farm they'll own, down to pigeons in the windmill and a hutch of rabbits Lennie can tend. No matter how angry he is with him, he can eventually be talked into sharing the story. Lennie's belief in it fuels George's, too, to the point that when they meet up with an old ranch hand named Candy who has some money he can put toward the stake, George lets him in on it and starts putting the plan into motion, contacting a family he knows desperate to sell a land parcel. He shows himself to be patient, compassionate, and practical all in one fell swoop in sharing their dream with another who is elderly and physically disabled but can help them bring it to fruition. The head skinner Slim, a man who is universally respected by the other workers and even grudgingly by the boss' bully son, remarks on just how unusual George and Lennie's friendship is and expresses admiration for the fact that George is willing to care for him.

George is quick to point out that Lennie is good for him, too, something he's less likely to say to Lennie unless he's in a good mood and sure Lennie isn't up to mischief. He also makes an arrangement with Slim to get Lennie a puppy, thinking that if he has something to pet and love, he's less likely to get himself into trouble on the ranch. Beyond that, it's clear he also likes to see him happy and tries to do what he can to build on that. He opens up to Slim and is fairly quick to trust him both because he senses he's a decent man and because he's lonely for conversation. Although he travels with Lennie, their relationship is far more that of caretaker and child than man to man or friend to friend. George doesn't have anyone he can share his thoughts with who will understand and meet him on his own level. This need to connect drives him throughout the novel and is almost as strong as his sense of duty to Lennie's well being.

One of the most striking examples of his care for Lennie and his quick thinking outside of the ultimate act of mercy in ending his life is when Curley goes after Lennie and starts beating him up in the mistaken belief he's laughing at him. George immediately tells Lennie to go for Curley, but as soon as he sees him crushing the man's hand completely, he rushes over to try to get him to let go and wisely enlists Slim's aid. He repeatedly reassures Lennie that he did nothing wrong and at the same time does his best to make sure they won't be fired over the incident. Slim uses social shame to control Curley, and despite the frightening nature of the incident, everything seems smoothed over.

His attitude toward women is conflicted at best and characterized by a degree of casual and cultural misogyny. On one hand, he complains that if he didn't have Lennie, he could have himself a girl. It's hard to imagine that he really wants one as anything other than an outlet for sexual gratification, because on the other hand, several times he mentions how frequenting prostitutes is easier. He knows what the cost is up front and there's no trouble or messy expectations. He has an extremely low opinion of Curley's wife, calling her a tart and jail-bait, and saying that a ranch is no place for a woman, as though it's somehow her fault for any desires or bad behavior the men around her might engage in. Although many times she tries to state her case for being lonely and frustrated and having no one to talk to, George is incapable of seeing her plight as in any way related to his or the other ranch hands', instead viewing her as a threat and an outsider to their way of life. He's not entirely wrong in his assessment, for in her frustration and dislike of her husband, Curley's wife does flirt with the other men and threatens to get them in trouble. He's less worried about himself than Lennie, sensing that she could easily take advantage of his child-like mentality and get him to do something that could get both of them fired.

He also possesses the casual racism inherent to the time and culture, using words that today are considered slurs without any thought or malice behind them but also without any sense of awareness that they are hurtful or demeaning. He's dismissive but not cruel to the one black man living on the ranch, the stable hand Crooks.

Edited 2015-06-01 06:36 (UTC)
spoileralert: smile, happy, sorry, tired (* tea is the worst tea flavor)

[personal profile] spoileralert 2015-06-01 07:08 am (UTC)(link)
Player Information

Name: Alex
Age: 23
Contact Info: [personal profile] flamingchemist
Other Characters: NA

Character Information

Name: Stephanie Brown
Canon: DC New 52
Age: 17
Gender: Female
Canon Point: End of Batman Eternal #52
Background Link: Here is the only arc she’s appeared in thus far, so they don’t have a singular history page for her yet.
Inventory:
Spoiler Uniform, in a backpack: shirt, pants, gloves, boots, cape w/hood all in sturdy material, thigh belt and utility belt, filter mask – presumably not automated.
Wearing: pink hoodie, jeans, sneakers, t-shirt.

Personality:
When we’re first introduced to Stephanie she seems to have a positive (or at least neutral) relationship with both of her separated parents. This is key in understanding her future actions: she begins with trust and love for both her mother and father, and is comfortable with her life in the suburbs split between the two of them. While she has the instincts to be afraid when she walks in on a room full of low-tier villains, she trusts her father enough that she doesn’t immediately turn and run. Even given enough evidence to realize that her mother is in on the plan, she really wants to trust her mother when she finds herself at the house again. However, given that she does not return again afterwards she is clearly realistic about her parents’ involvement in the plans against her life.

She has some physical prowess even before being run off from her own home, as shown when she breaks into and then escapes from her father’s home. She leaps over a table, climbs a bookshelf stocked with nothing heavier than cans of soup and slips through a ventilation window all under gunfire from her own father and his friends. Although the transition from girl-on-the-run to masked vigilante is not shown, we see that at least some of her athletics come from a childhood of recklessness. She was a daredevil child who never seemed overly bothered to break a few bones.

She is confident enough in herself and her knowledge of her home to walk alone at night between her mother and father’s house, a distance which must be somewhat considerable to warrant her father dropping her off by car. It also takes a certain amount of confidence and gusto to put together a superhero getup and stand up to the man who both raised you and pointed a gun at your head. When she decides to cut and run out of Gotham it isn’t cowardice that drives her, but a bitterness towards the city that took her family from her and turned on her when she needed it most.

While she may not generally be the untrusting sort, Steph is incredibly careful, especially when it comes to her own survival. In fact, she is quicker to trust Catwoman who at the very least doesn’t want her immediately dead than Batman, whose reputation is good but allegiance is in question. Not even the friendship of the younger people under his care is enough to convince her that he’s someone she can trust without getting proof on her own. In truth it isn’t any trust in Batman or his cause that brings her back to the battlefield when she would have fled, but a trust in her new friend Harper. It’s Harper’s words in combination with a stranger’s assistance that shame her into coming back to finish what her father started.

Harper’s initial opinion of Steph is that she’s spoiled, self-centered and a jerk. While it may be true that she’s had a comfortable life and is perhaps a little bit spoiled (pun not intended), she never argues the point. She understands why someone like Harper might think the worst of someone like herself, and doesn’t hold that against her. She does however return Harper’s attitude with her own – she isn’t someone who lets people walk all over her, however much she might understand why they’re trying to.

Most importantly, Steph is clever. She’s smart enough to fake unconsciousness while the villains are revealing their entire plan, despite the alarming new knowledge that her father is planning to destroy the city. She manages to activate one of his smoke bombs and escape, gather the resources she needs and survive on her own in a hostile environment for months with no help or contact with her parents. Her street smarts and confidence are backed up by a more academic intelligence, evidenced by her relatively successful blog and her ability to use twitter to schedule a rescue from Batman. While she may not be able to talk an online audience onto her side, she is more than capable of gathering and sifting through information effectively.

Having realized that both of her parents have turned against her, Steph’s response is not one of helpless despair but determination. Being told by her father that she’s a disappointment is a sharp blow, and she becomes set on proving herself to him. While this may seem likely to turn her into a villain, from start to finish she works against her father. If she ever had any intention of joining her father in her work, she wouldn’t have published his plans online the moment she got the chance. Instead her attempts to prove herself are more linked to her own self-worth, and an attempt to cope with new knowledge about him. She ties to hold on to what’s left of their relationship and consequently her own childhood. It’s only once she’s attained the approval she so longed for that she realizes she doesn’t need or want it. She finally turns on him just as he turned on her, determined to make her own way in the world.

Flavor Abilities: N/A

Suitability:
Stephanie is a resourceful young woman who just spent several months on the run with no preparation whatsoever. From her arrival she'll be in serious survival mode, ready to locate food, shelter, warmth and weaponry. While she is intensely distrusting of everyone in Gotham, she has no reason to think assassins are after her here and will be more open to cooperating with her peers. She's a journalist at heart (even if she doesn't have the skill set) and will be eager to gather and distribute information about her surroundings and everyone in them. She will also publish any inferences or theories that arise. She will likely become the local Wikipedia, complete with inaccurate information which may end up being dangerous.

RP Samples:
Prose and also Dialogue
tapferkeit: (pic#7250674)

Link | Ocarina of Time

[personal profile] tapferkeit 2015-06-01 10:06 am (UTC)(link)
Player Information

Name: Rosh
Age: 25
Contact Info: PM [plurk.com profile] mydarkrosaline
Other Characters: n/a

Character Information

Name: Link
Canon: The Legend of Zelda: Ocarina of Time
Age: 17
Gender: Male
Canon Point: After defeating Ganon but before he's sent back to his true time.
Background Link: Plot of the game on wikipedia.
Inventory: Link will be coming in with the Kokiri tunic and boots; The Ocarina of Time (no longer magical); and an (empty) Quiver.

Personality: The first thing that should come to mind when meeting Link is how utterly determined he is. He will plough on ahead and do what he thinks he has to until it's done. Setbacks don't deter him: when Ganondorf blasts him aside for trying to get between him and Zelda, Link immediately goes looking for the thing that Zelda threw to him, sure that it's important to their plan. He isn't deterred by how much more powerful the Gerudo King is.

Brute strength, while eventually something Link can use himself, is not his forte and he relies heavily on problem solving and wit. He isn't necessarily smart, but he has a knack for figuring out puzzles and using his smarts to get to his ends. Apart from doggedly amassing the itinerary and fulfilling the prophecies to defeat Ganondorf, we can see examples of this from when Link breaks himself out of the Gerudo fortress and when rescues himself and his horse from imprisonment in the ranch. Furthermore he uses the powers of the two witch queens, Koume and Kotake, against each other when he realizes that he can't use any of his previous weapons to hurt them. And, of course, this is nothing to how he navigates three dungeons and five temples with only occasional help from his encyclopedic fairy friend. Link might not be academic, but he's one clever cookie.

In fact said encyclopedic fairy, Navi, gives him lots of hints on how to deal with enemies but Link quickly adapts on the best ways to fight them even without her help - examples include fighting Volvagia, the lava dragon, and Ganondorf himself. Navi has no idea how to take down the dragon and cannot get close enough to Link to assist him in the battle with Ganondorf, but he analyzes their movement and attack patterns enough to deal with them. As we can see, Link doesn't solely rely on Navi for her vast knowledge, but is grateful for her presence throughout his journey. She allows him to talk to one of his best friends, Saria, whenever he plays the song that she taught him. Navi is a vital link between himself and the childhood he's had snatched away from him and as such she's a treasured part of his life. In fact, Navi is the only one who's with him from start to finish and sees everything he goes through.

It's often overlooked that one of the very first things he has to do is attempt to save his guardian, the Deku Tree, only to be told it was a hopeless endeavor and watch him die. He watches a guard die in front of him as he gives the last message that Princess Zelda left for him. For a ten year old kid, that's some pretty rough stuff! To top that off, he's then put to sleep for seven years and has to figure out how to work his adult body and come to terms with the desolation that's crossed Hyrule in that time. Despite these difficulties, Link continues onward and doesn't let them worry him.

Of course, while Link will do things that are right, it's worth remembering that he did grow up in a forest. As a result he can be a little blase about things like stealing or breaking and entering. He barges into houses and will pretty readily break their belongings and steal their things, or talk to their cows and puppies while the occupants are staring right at him. Just because he's Hylian by blood doesn't mean he was raised as one! He can be very socially awkward. He's pretty blunt (especially seen during scenes with Ruto) and doesn't always get it when people are joking (for example, agreeing to Talon's joke about marrying Malon because he found three chickens in a time limit). Nabooru teases him about growing up to be a handsome man and saying she wishes she kept her promise to him, but he takes a while to get what she was implying there. Flirtations tend to go over his head. He's not entirely certain when someone is taking the rip out of him, or if he is he isn't sure how to react to it. Finally, he doesn't get some things like becoming sworn brothers to Daruina or the magnitude of agreeing to marry Ruto after she gives him Zora's Sapphire. Again, he's clever, but not necessarily smart.

This may have its bonuses, however. While Link might be a little taken aback at things like marriage and jokes, he accepts considerably weirder things with ease. His friends becoming ancient sages? That's fine. Hideous monsters lurking under the peaceful village of Kakariko? Okay, that's gross, but he can deal with it. People mutated into spiders and only freed when someone collects and brings back their tokens? Link'll come back when he has them! A man transforming into Princess Zelda? Wow, he's surprised to see you Zelda, but he's glad! He can certainly take a lot of weird stuff in his stride.

He's a good kid, all in all. If he sees someone in distress, Link will find a way to help them out, even if it does mean taking a bit of a detour from his main quest. He's eager to help the Mask Salesman spread happiness around Hyrule by introducing people to his masks; he plays with the Skull Kids and makes friends with them; he helps old ladies find their dogs; brings mementos from sons to fathers; runs across country to get a goron eyedrops - and all without expecting a reward. The fact that he gets one is just a bonus, really.

While Link might have his struggles to deal with, he's ultimately a good person and if he becomes grumpy later in his life thanks to a wacky, hellish adventure with masks and dying alone and forgotten, well, it hasn't affected him just yet. He's a determined person who won't let up on doing the right thing, even at the expense of himself, his childhood, and his freedom. What rewards he gets are only situational; he will do the task regardless.


Flavor Abilities: Long, thin, and pointed ears that give him an above-average sense of hearing; and the shining mark of the Triforce on his left hand. The latter won't do anything but glow prettily when he's nearby someone else with the other two marks in this setting.

Suitability: Link is no stranger to vague quests. If his goal is just 'keep moving and explore', he'll do that with relative ease. In fact, it would be very unlikely for like to at all succumb to cabin fever, but very likely for him to be locked out as he overestimates how far he can travel in one day. He's not used to travelling alone, having always had his fairy companion Navi with him, so he'd be likely to make prolific use of the network, if only to touch base with another person. If he comes across someone, it's likely he would try to work together with them for a period of time. He also has some basic survival skills, so expanding on those would be interesting to play out!

RP Samples: Prose | Network
genuinepleasure: (Look at that smile)

Clint Barton | MCU | Challenge Reserve (1/2)

[personal profile] genuinepleasure 2015-06-01 10:09 am (UTC)(link)
Player Information

Name: Wolfeh
Age: 28
Contact Info: [plurk.com profile] AllintheBones
Other Characters: Nadda!


Character Information

Name: Clint Barton
Canon: MCU
Age:
Gender: Male
Canon Point: End of "Age of Ultron"
Background Link:
A story about an archer

Inventory:
+Collapsible Recurve Bow: Able to collapse for easier transport, Hawkeye's bow is also equipped with a selector/transmitter that allows him to control his mechanical quiver and select which arrow head to use when.

+Mechanical Quiver: Contains multiple different types of arrow heads that can he selected via the transmitter on his bow. The quiver itself holds twenty arrows at a time along with two of each of the follow arrow heads: Grappling hook, Explosive, Smoke Bomb, Flare and Normal arrowheads.

+Tactical Suit: Always more mobility than normal tactical wear. Made of Kevlar to provide protection to vital areas such as heart and lungs.

Personality:
Clint Barton is definitely not your typical SHIELD agent or Avenger for that matter, though that second bit is mostly because he's more normal that the others.

But let's break it down, shall we?

Contrary to what one might expect from a SHIELD agent, Clint is a very easy going individual. It's hard to tell from first glance that he works for a top secret--well, formerly top secret--organization dealing with all sorts of crazy things all over the world. There's nothing out of the ordinary about him, the archer generally pretty easy to get along with, attending his kids school functions and parent-teacher conferences when he can. When he's at home, he puts aside everything that makes him apart of SHIELD in order to focus on his family. And hell, the guy owns a farm. That's about as down to Earth as a person can get.

He's a very caring individual, always looking out for those around him before himself whether it be giving a few dollars to a homeless person or willingly sacrificing himself to protect a small child from getting shot. He may not seem like it, given he can be pretty sarcastic and dry at times which we'll discuss shortly, but he has a big heart and would do anything for just about anyone that he crossed paths with, a large part of what made him a good SHIELD agent. (And potentially a bad one at times.) Being a spy, he doesn't wear his heart on his sleeve or anything like that but his actions speak far louder than his words do. (As seen by him taking a chance on Natasha and extending an invitation to her to join SHIELD rather than taking her out.)

Now, while he is a very kind person, Clint is also very sarcastic and has his own brand of wit that he uses whenever he's feeling particularly catty. He tends to always have some sort of retort to fire back at others and quips to toss at anyone he may be conversing with. Even in the midst of a fight he's usually got something to say and won't hesitate to let the banter roll off his tongue even as he fires arrows at Chitauri soldiers or Ultron clones. Some might call it a defense mechanism but, at the end of the day, Clint just likes to run his mouth and it really doesn't matter what situation he's in. There's always time for banter, even if Phil Coulson or Nick Fury would say differently.

While some may not realize it, Clint is very perceptive and strategic, traits that are rather important for someone whose weapon of choice is a bow. He always tries and stays a few steps ahead of the game, needing to be able to calculate where others are going to go in order to be able to stop them with one of his assorted trick arrows. His reaction time is fairly good as well and even if he is caught off guard he can generally still attack or defend himself, managing to get out of most situations without too much harm. (Though crashing through windows after falling off the top of a building is quite painful..) More often than not he ends up in a high spot calling the shots for the others members of the Avengers, using the vantage point to make sure his team stays safe and their mission is completed. (Not to say that he isn't in the midst of the fray just as much as any of the others, because he is. He's just really good at gauging the playing field.)

Clint doesn't take kindly to individuals that like to take advantage of others and isn't against holding grudges. If he's been wronged once before, he won't let himself fall into that same sort of situation and learns quickly from his mistakes. (Another trait that's important for his chosen style of fighting.) He's not the type of person you want to cross and, while he's quite capable of being one of the best friends a person can have, can also be one of the worst enemies you'll find yourself with. SHIELD taught him how to gauge people and act appropriately and it's a skill that he's never lost, very good at reading people and figuring out what they may be up to. He's naturally wary of most people from the jump and will either warm up to them eventually or constantly hold them at arm's length.
figureitout: (Default)

stiles stilinski | teen wolf

[personal profile] figureitout 2015-06-01 10:49 am (UTC)(link)
Player Information

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

Character Information

Name: Stiles Stilinski
Canon: Teen Wolf
Age: 18
Gender: Male
Canon Point: Season 4, episode 7
Background Link: Teen Wolf Wiki
Inventory: Stiles is wearing a green-grey hoodie and grey jeans, and has his backbag with him, containing his cellphone, home and car keys, a few school books, a notebook, writing equipment, and in his pocket is the deadpool list containing names of supernatural beings and how much they’re worth.

Personality:
The first thing you need to know about Stiles, and indeed the first thing you’ll notice about him, is that he’s the most sarcastic, quick-witted smartass you’ll come across. No, really. He has a quip or a dry remark for every occasion, and more often than not, these occasions happen to be him mouthing off to authority figures – but that doesn’t mean his friends are safe from eye-rolls or cutting remarks or insults to their intelligence. Stiles doesn’t really care about “politically correct”, instead saying exactly what he thinks, and usually in as sarcastic a manner as possible – this is why he may come across as blunt and even rude, especially to those he doesn’t know and doesn’t care to know. He has no respect for adults (unless they’ve earned it), and god forbid if you’ve done something to piss him off; he won’t hesitate to stand up to even those he knows could have him killed in less time than it takes to say “werewolf”.

However, these instances, where Stiles does stand up to people like Gerard or Agent McCall, or even Peter, are usually those where he is less afraid for himself and acting only on behalf of people he cares about – he mouths off to Peter because he hurt Lydia, he stands up to Gerard because he has Erica and Boyd captured, and he has a vendetta the size of Mount Everest towards Agent McCall not only because of him being a total failure of a dad to his best friend, but also because he hates Stiles’ father. This demonstrates another of the key characteristics of Stiles: loyalty, up to the point where he would do nearly anything for those he loves. He may not be the easiest person to warm up to others, but when you’ve gained his trust and friendship, he’ll stand by you until the bitter end. He doesn’t even care about himself getting hurt in the process – he lies to his father for a long time, so long that eventually the Sheriff starts to believe Stiles is a criminal, and that he doesn’t know his son anymore; even though all this hurts Stiles a lot, because he’s always been really close to his father, it’s still better than the alternative: telling the truth and risking him being in danger. In the same way, Stiles saves Scott from killing himself by stepping into a puddle of gasoline and risking getting blown up, because Scott is his brother and he’d rather die together with him than let Scott kill himself.

What has been said here may make Stiles seem like a rude, even abrasive but loyal and brave person, but he is a lot more than that: he is also easily excitable, loud and flaily, with a lot of handwaving and strange mannerisms happening as he speaks (which is, though it’s never been outright stated, a result of his ADHD). He gets excited about the strangest things, thinking Scott’s wolf-roar is the coolest thing and that searching for a dead body counts as an acceptable pastime. He laughs and jokes a lot, and doesn’t hesitate to jump around or punch the air in joy when there’s reason for it. He’s also rather awkward, especially around girls, and often puts his foot in his mouth when he says things he doesn’t exactly think through. On first glance, he might seem like rather silly, even ridiculous, as he often goes on tangents when he talks, and only half of the things he says have anything to do with, well, anything. He’s someone who would say to his crying crush to “can you give me five minutes, I know, I’m sorry, but, just sit here, continue crying”; and he’s not aware of “normal” boundaries (or chooses to ignore them), as he always listens to his dad’s phonecalls (but only the important ones!), goes through his stuff to make sure he’s not hiding anything from him, and thinks that making a copy of the key to his best friend’s house (without asking anyone) is completely an okay thing to do.

However, despite the initial impression, Stiles is also extremely intelligent, though less in a book-smart way and more in a street-smart way; he’s clever, quick-thinking, logical, as evidenced by the way he puts things together quicker than anyone else in the show. He figures out Scott is a werewolf before Scott himself does, he realizes it was Kate Argent who burned the Hale house, and not only that, he also makes the connection between Kate and Derek, something that nobody else is even close to doing. Stiles is the one with the plan, the one who “always figures it out”. Part of that is the way he is absolutely relentless in his research, when he has an idea – he gets caught up in researching, reading interesting things just for the sake of it, even if it takes all night. However, the problem with his intelligence is that he only directs his attention to things he’s interested in, so while you could say he is hard-working, he’s only so when he wants to be, when it comes to things he thinks are important. His rather unique way of thinking also means that he comes to solutions that wouldn’t necessarily occur to others.

Throughout the series, Stiles is the complement to Scott’s angelic, true morals: he’s the Sheriff’s son, but he has no qualms about appearing on crime scenes or going to search for a body just for the fun of it, or more because of his endless curiosity. He doesn’t care about rules or what is illegal and what isn’t – on more occasions than one, he doesn’t show any remorse about the idea of killing those he doesn’t care about, and steals and makes copies of key cards, while the idea that doing that is somehow worse than stealing never even crosses his mind. He seems to be a firm believer in the concept of “end justifies the means”, and if that end requires someone he thinks deserving of it to die, well, what’s the problem?

This doesn’t mean that Stiles is completely callous when it comes to the lives of others, or that his morals are entirely dark – no, on more than one occasion, he ends up saving the lives of those he doesn’t even entirely trust, or has shown signs of disliking. Human life is still something that’s important to him, and this is where him being the son of the Sheriff shows; Stiles cares about “bad people” being brought to justice, and those who have done nothing wrong being saved. The most notable examples include him saving Derek (who, just couple minutes before, had been threatening him) from drowning by holding him afloat in a pool for two hours, and trying to save Erica and Boyd (neither of whom had been nice to him, and vice versa) as soon as he sees they have been captured. In the end, Stiles does do the right thing, never outright straying on the side of what’s considered morally reprehensible, even though his morals are, on the whole, a bit on the grey side.

While Stiles has absolutely no problem showing his feelings when he’s displeased, angry or happy, he hides all the feelings that have to do with sadness or fear – his customary response to any inquiries about him being okay is “I’m fine”, even when that couldn’t be further from the truth. It seems to be a protective mechanism, both for himself and others; he doesn’t like to seem weak or admit to being afraid or hurt, but also doesn’t want to worry others, especially his father. A lot of this comes also from him feeling somewhat inadequate, being the only normal human in a pack of werewolves, a werewolf hunter, a kitsune, a werecoyote and a banshee. It takes him a while to admit it even to himself, but he knows he can’t do the things his supernatural friends can do, and he has an innate fear of being useless or causing others to get hurt because of something he’s done, or not done. His guilt complex plays into this as well, as he tends to feel guilty for things that are out of his control (such as the death of his mother, as his biggest fear is seeing it confirmed that his father blames him for her death, like he himself already does) – as a result, he tends to rush into things, trying to be as useful as he can, even when it means endangering himself as a result. This fear of being useless leads to him often believing that it is his business to take care of everything – the idea that the adults should handle a mass-murderer on the loose makes no sense to him, as he feels that he needs to be aware of everything that is going on and often feels responsible for taking care of these things. Because if he can’t do that much, figure out the things others can’t – what is he good for?

But despite these fears, he is brave almost to the point of stupidity, not only because of this inability to value himself, but also because of the loyalty that was mentioned in the first paragraph of this section – if it means saving someone he cares about, if it means catching the bad guys, there’s nothing Stiles won’t do, even if it’s something crazy like pseudo-killing himself or driving his jeep through a wall.

Flavor Abilities: Nothing supernatural to see here, so N/A! I guess the only mentionable thing would be that he will still be a part of Scott’s pack, so anyone with abilities to sense something like that would probably be able to tell.

Suitability: The supernatural and psychological horror are all too familiar to Stiles, so the setting in and of itself isn’t too different from his daily life in Hellmouth Beacon Hills, except with 100% less werewolves. He will absolutely hate the cold, and having to work together with people he doesn’t know and doesn’t trust won’t be the easiest thing for him. Stiles doesn’t do well when left to himself for too long, so he will start to obsessively gather information about the place and everything that is happening, along with trying to establish some sort of safe place.

Of course, this “safe place” and in general staying in one place for too long may end up being very, very bad for him, and especially the hallucinations, along with losing some things after death are things I’m looking forward to playing up with him. His mental state is not the most stable, especially with all the things he’s avoiding thinking about (Allison’s death, everything to do with the nogitsune, everything that is happening at his home right now), so he’ll try to combat being confined inside his own mind by being as active as he can and as organized as he can, and talking to as many people as he can.

RP Samples:
TDM threads, both network and action (10+ comments)
action sample (10+ comments)
network sample (8 comments, to be added to the 8 comments from the tdm network sample)

also since those two last samples are from an ij game and so using a different account, here's proof it's still me!
Edited (so maybe adding that background link would be helpful for the app jfc self) 2015-06-01 18:30 (UTC)
feelingepic: (Default)

Neku Sakuraba | The World Ends With You

[personal profile] feelingepic 2015-06-01 11:06 am (UTC)(link)
Player Information

Name: Kaed
Age: 29
Contact Info: [plurk.com profile] Katarou
Other Characters: N/A

Character Information

Name: Neku Sakuraba
Canon: The World Ends With You
Age: 15
Gender: Male
Canon Point: Post-canon
Background Link: Link!
Inventory: The clothes/accessories on his back: a dark purpleblue-and-black tank top with high collar, white shorts, giant clown shoes, wristband, belt. Also a pair of house keys, headphones, MP3 player, cell phone, and a few hundred yen.
villainously: ʟᴏᴏᴋɪɴɢ ɪɴ ᴛʜᴇ ᴍɪʀʀᴏʀ (Default)

Captain Hook/Killian Jones | Once Upon a Time | Reserved

[personal profile] villainously 2015-06-01 12:50 pm (UTC)(link)
Player Information

Name: Katy
Age: 24
Contact Info: go play zelda @ plurk, gmail, and aim
Other Characters: none

Character Information

Name: Killian Jones, or Captain Hook as he's more regularly known!
Canon: Once Upon a Time
Age: old as sin. Looks 30ish. Is actually more than three hundred, thanks to a very extended stay in Neverland.
Gender: Male
Canon Point: Season 2 Finale
Background Link: Wiki
Inventory: Hook will come wearing a pirate outfit, including a leather duster, a black shirt, leather pants, a leather vest and a pair of boots. It's not actually the warmest, though. He's a pirate and he carries around a great deal of knick-nacks: doubloons, more jewelry than he needs (including an earring, multiple rings, and a necklace) a spyglass and a compass, flint, a lockpicking kit, exactly one glove, a flask of rum, a paper portrait of Milah, and his namesake, even though it's been dulled (per mods).

Personality: Killian Jones defines himself by two things; that he is a pirate, and that he is a gentleman. One could certainly argue that sometimes, one cancels out the other... and in some instances, that's accurate. Sometimes he manages to be both, sometimes he is either one or the other, and it can be difficult to guess which he will pick at any particular moment. He is at his finest when the two are harmonious. He lived for a very long time where his pirate side had more or less taken over, and flashes of the gentleman were at a bare minimum. In recent times he's trying to switch that around, and while he still calls himself a pirate and fancies dressing like one, he wants to be seen as something more than that.

His pirate side influences him plenty. Pirates are known for swashbuckling, carousing, womanizing, and adventure, and all of these are accurate of Hook. He takes sailing very seriously, it is one of his greatest loves. He gave up his ship for a very good cause but he still calls himself a captain, even if his vessel has been traded to an inferior pirate. He tends to not appreciate dictation, and likes to make his own choices and live as a free man. He gives orders well and was quite respected by his crew, while he had them. He's charismatic and well spoken, both things that aided him in his captaincy.

He certainly likes the more lascivious, hedonistic sides of being a pirate, too. He is very fond of his rum, and he's quite a drinker. One might say alcoholic but Hook would rather say he's a drinker than a drunk. The fact that he's never seen without alcohol might be a warning sign. In fact, he seems to drink no matter the occasion and no matter his mood, which really doesn't bode well. Is he really an artifact of his time, where alcohol was the only safe thing available to drink? Maybe that's a part of it, but not the entirety, not that he's keen to admit it.

Hook likes women and it is very evident. He is quite a flirt, and will happily flirt with anyone that will flirt back...and sometimes with people who don't. He can be particularly lewd in his suggestiveness, and does not seem to think there is a wrong time for innuendo. He used to be a womanizer, and one who doesn't know better might think he still is, but it is all empty. He's still a flirt, yes. Nothing is likely to happen beyond flirting, though.

He's also an adventurer. He does like excitement and exploration. He's not the guy to sit on the sidelines twiddling his thumbs. Killian Jones vowed a vendetta against an immortal, invincible wizard, suffice to say he's not afraid to put his life on the line. In fact, he's a little too casual with it at times. He proclaims to be a survivor and well, he's alive isn't he? It just seems he falls into danger a little too quickly, be it from thoughtlessness or because he cares less about the possibility of dying than he really should. He'd rather go down fighting than not fight at all. Even though he cares more about preserving his life as of late, he'd still sacrifice it for the people that matter most to him.

Pirates are also known for the cruelty and bloodthirsty natures, and sadly, Hook cannot claim complete innocence from that. He can be a very destructive, dangerous individual, but generally for a purpose. Above all, Killian Jones believes in love. He'd fight for love, kill for love, and die for love. Love turned him into a monster, and love brought him back from it. Killian loves and loves intensely, and some of the best and worst things he's ever done were done for love. Unfortunately, his worst things were all pretty terrible, and during his time trying to avenge his first love, he did many things that would mark him as a villain. He's not incapable of awful things to suit his purpose, but he's also not above feeling badly for it. Especially now, he wears the darkness in his heart quite heavily. Hook sees himself as a villain and he likely always will. It's only recently that he's tried to turn himself around and he is not quite sure he believes that he can ever really overcome it, that he'll ever deserve a happy ending. He may never deserve it, but he'll die trying to get one.

Pirates can also be quite selfish, after all, and even in his best of moments, Hook is certainly that. He can be greedy, self centered, a cheat, and he is a very gifted liar. At his darkest he was constantly lying, and while he doesn't fall into that trait as often now, it's certainly still there and he will on occasion, usually to protect himself and hide his mistakes. In some ways, his greatest lie of all was when he became a pirate. It was a persona to protect himself after a grievous loss, and he has been spinning it so long that even he has started to believe that is all he is.

The gentleman in him still exists, and it has been out more and more as he tries to turn his life around. Hook is surprisingly respectful of women considering the world he is from and the sort of thinking that was prevalent. He can get pretty crude sometimes, but he would never force himself on a woman. He also wouldn't sit idly by as one is mistreated. There have been times this has been overridden by his pirate side, and he's not proud of it.

For a pirate, he can be pretty old fashioned. He's the kind of guy that will offer an arm or open a door for someone else, though it's more likely he'd do it for a woman. He's not so old fashioned that he'd wait for marriage, but he is old fashioned enough to commit himself to one person and not betray them once he does. He's not a cheater, despite a tendency to flirt. When he's with someone he's incredibly faithful. In fact after he developed feelings for someone, even with no hope of seeing her again, he still didn't take the opportunity to sleep with someone else when it was absolutely assured. The gentleman in him might want to marry the woman he loves, but his first love was already married and his newest one, well, he's got a ways to go before that's an option.

Hook has a code, and while it may not be as rigid as some of the more noble company he has started to keep, he tries to live by it. He will stand up for what he believes in, he will fight for what matters to him, he will give all he has to protect the people he cares about. That list is not incredibly long but Hook has sacrificed his life and his livelihood to protect Storybrooke on more than one occasion, even when there was no guarantee it'd get him anything. Arguably he did that because the people he cared about are in Storybrooke, but that sort of sacrifice is generally rare of villains.

Killian Jones defines himself by these two things and undeniably they are a tapestry that piece together and make him who he is. There is one last part of him, though, that has also been fundamental in shaping who he is. He's less happy to admit it, but being an orphan has also been fundamental in making him who he is and still continues to affect him, though he likes to pretend otherwise.

He once told Emma that those who are abandoned all carry the same mark, and it's true of him too. Killian's abandonment built a foundation of distrust, a need to learn to survive that certainly still affects him in his day to day life. The loneliness of a child that was not loved or cared for as they should have been will always follow him like a shadow. He craves what all lost boys do, for family and a home, and every taste of it he's ever had he's lost. He expects to be disappointed because that is all he's ever known. By choice or by fate, he always ends up alone. For some time he conditioned himself to stop trying, to stop letting people close enough to lose them, but it only made his heart cold and dark. He finally is trying to earn a place for himself, and he isn't sure he will ever deserve one, but he will fight for it anyway. He can be guarded and evasive about his past, he doesn't enjoy breaking into old unhealed wounds, and he still mourns every name he's lost. It's just that now he's trying to live for hope instead of what is already gone.

Killian Jones is not a good man. He is no longer active in villainy but he is heavy with his flaws and mistakes and nobody is more aware of them than he is. Still, there is good in him, despite his darkness, and once upon a time he used to be a man of honor. Maybe he can never really be that man again... He's still going to try. Villains don't get happy endings, but perhaps there is hope for a flawed man that wants redemption for his mistakes, and is willing to fight to get it. After all, a man unwilling to fight for what he wants deserves what he gets.

Flavor Abilities: Hook does not have any sort of magic. His extended age is from being in Neverland, not from any supernatural ability. All of his skills are purely human, though he does have a few: like navigating by the stars, swordfighting, and lockpicking!

Suitability: Hook is at a canon point that he's trying to be a better person. He will be keyed mostly into survival, and very determined to find a way back to Storybrooke to be able to help save Henry, but he will also be willing to help others. He'll at least be open to trying, despite a generally tendency toward selfishness. He has knowledge about survival, though perhaps never in a cold climate, and he can teach less able characters some hints for survival. He also knows how to navigate and could potentially make a map of the town to help other characters ICly navigate.

RP Samples:

TDM: Here, 10 comments on each equal 20!
3rd Person: Here
vaultexile: (Oh that was irradiated)

The Lone Wanderer | Fallout 3 | Reserved

[personal profile] vaultexile 2015-06-01 01:02 pm (UTC)(link)
Player Information

Name: Katie
Age: 23
Contact Info: [plurk.com profile] themadmaiden
Other Characters: N/A

Character Information

Name: Hope Irving
Canon: Fallout 3
Age: 19
Gender: Female
Canon Point: Post Fallout 3, Broken Steel, Operation Anchorage and Point Lookout dlcs

Background Link: The World | The Game | DLC

Character specific history:
Hope escaped from vault 101 when she was 19. She then went on a quest to find her father and then after finding him, to set up a water purifier with the Brotherhood of Steel. She also completed many side quests along the way. Some points from her history that define her:
Main Quest:
-Did not blow up Megaton
-Did not put the virus in the water supply
-Helped the Brotherhood defeat the Enclave

Good Karma/some Side Quests
-helped Moira with her research honestly, rescued child slaves, helped runaway slaves, killed slavers, rescued the people from Bigtown and helped them defend themselves, helped traders, found a violin for Agatha.

DLC:
-Sided with the ghoul Desmond over the brain the the jar in their weird great game.

Inventory:
-A set of wasteland clothing.
-A small pouch of bottlecaps
-Nerfed pipboy : working geiger counter, radio with only static, working flashlight and the notes and audio logs already on it

Personality:

Hope started off as a sheltered, nerdy young woman who was full of hope and optimism. Then she ended up in a world where people will kill you to sell your clothes or sell you into slavery or worse. Despite all this she has managed to survive much longer then most people would think it possible. She relies on her head to think her way or talk her way through problems when she can but she realizes that sometimes you just have to use violence. She doesn't like to kill people but she wants to survive so she'll kill when she has to. She's book smart in a world that doesn't have many books and she followed in her dads footsteps in training to be a doctor when she was in the vault. She's also growing used to using death to solve problems in a way that scares her more then she'd like to admit.

Despite being in an apocalyptic wasteland and nearly dying a few times, Hope has not completely lost her sense of ....well hope, especially compared to most residents of the wasteland. She works towards a better future because she believes it is the right thing to do. She's determined to help whoever she finds and is more then a little obsessive with it. It helps cover up the fact that she doesn't know what to do with her life now that the purifier is working, the Enclave is defeated and she doesn't have a solid goal anymore.

Despite being pretty optimistic, Hope does tend to keep her emotions bottled up and wear a smile for the people around her. The radio calls her a hero and she knows that the world needs one and well, she's decided she's going to be it. That means she has to hide certain things from the people she meets and project an image of hope to match her name. Mostly because they only see her briefly before she moves on. Only the people who know her very well will get to see that sometimes she's just barely holding it together herself. She had to hide all emotions after her father died and she's still processing his death herself. She's lost her father, been kicked out of her only home for helping them and believes she's a bit jinxed. There's a reason when she's in a fever dream she comes across a bobblehead that says "Isn't it funny how everyone you get close to ends up leaving".

Hope is the sort of person who sets goals and then reaches them no matter what. Despite some people thinking she's a saint she is aware that she lives in the wasteland now is willing to do what she thinks is necessary. She wanted to find her father, moved heaven and earth till she did. She wanted to get the purifier working and avenge her fathers death. She shot the man responsible for his death even though she believes she could have talked him down and then was ready to give up her life to turn the machine on again, in fact she thought she was doing exactly that and was surprised when she woke up. She wanted to stop a cult from giving out highly irradiated water she....gave herself near lethal radiation poisoning to pretend to be their saint to tell them to quit it. She's very dedicated, even to really dumb ideas like that last one. She's only 19, every idea can't be gold. Which is another point, she's only 19 and while she's been through a lot, there's still a lot she doesn't know still.

Getting out of the vault, Hope is a lot better at talking to people then she used to be. In the vault she grew up with a small group of people in a small place, now she can wander and meet all sorts of people and then move on. She loves this. Wandering and exploring is something she needs to do and she doesn't like to stay in one place for more then a week if she can help it. She usually travels by herself or with one other person or her dog. She likes exploring alone but she also likes meeting new people who aren't trying to kill her. She has a few places to store her things but she doesn't want to settle down anywhere for good just yet.

Most people see her as naive as she believes in the best of people even when she is proven wrong many times. She treats strangers and even ghouls and the super mutants who aren't trying to kill her, well. She sees this as being nice but the trusting bit has also walked her into more then a few traps then other more cynical people might have avoided. Which is funny because to people who don't live in a wasteland, her ideas of how the world is supposed to work are going to come off as terribly cynical.


Flavor Abilities:
N/A

Suitability:
Hope is a character who explores wastelands as part of her life. This would be a new sort of wasteland to drop her in. Especially new to her as she's never experienced actual snow before just read about it or seen it in a virtual simulation. She's going to want to explore and try and map the place and figure out why she's here. She's going to think it's a virtual simulation especially after people start coming back from the dead.

I'd like her to have a few people eventually that she's willing to open up to about the stuff she just hides behind a mask. And being in contact with people instead of only seeing them rarely in her travels will help with this. Also being stuck in one location will make her very unhappy because she's gotten used to wandering freely.

Basically she's used to surviving and strange adventures and I'd like to continue this trend by sticking her in a new place.

RP Samples:
Network sample
Action sample
(deleted comment) (Show 4 comments)
bettercallit: (Default)

Clint Barton || MCU || Reserved

[personal profile] bettercallit 2015-06-01 03:55 pm (UTC)(link)
Player Information

Name: Emma
Age: 29
Contact Info: [plurk.com profile] specificity
Other Characters: N/A

Character Information

Name: Clint Barton
Canon: Marvel Cinematic Universe
Age: Unknown
Gender: Male
Canon Point: Pre Avengers: Age of Ultron (post everything else)
Background Link: "Well, I see better from a distance." / "You and I remember Budapest very differently." / "None of this makes any sense."
Inventory:
✘ S.H.I.E.L.D. specially customised Hawkeye uniform.
✘ S.H.I.E.L.D. customised collapsible recurve bow with laser aim, and connecting quiver, which can function together to pick out different trick arrows as and when he requires them.
✘ S.H.I.E.L.D. I.D. badge/card.
✘ Wallet with a few cards, notes, and coins in, but, more importantly, photos of his family and close friends that he keeps with him always.
✘ Specially customised dark glasses that help shield from all problem areas in differing environments in order to get the best shot.
✘ A communications device in order to report to and check in with the team.
✘ A cell phone.

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