knightsmods: (Default)
knightsmods ([personal profile] knightsmods) wrote2012-04-29 05:58 pm
Entry tags:

Fandom Character Application

FANDOM CHARACTER APPLICATION
APPLICATIONS ARE TEMPORARILY CLOSED.


TO APPLY FOR A FANDOM CHARACTER:
Post the entire application into comments to this entry. Linking is not allowed.
Put your character name and canon in the subject line of the entry, and also state if you had the character on reserve.
AUs are not allowed, canon or otherwise. The only exception to this rule are customizable protagonists from RPGs. See the FAQ for more information.
Celebrity/RPF applications will not be accepted.
Note that applications are processed every Friday.

To preserve the style and theme of the game, the mods reserve the right to reject any application for a character or series we feel is too humor/crack focused (i.e., many webcomic series or some children's cartoons). They will be weighed on a case-by-case basis, determining whether the character would benefit the game in any way.

As of right now, we do not allow app challenges, but that may change in the future depending on how the game grows and what the playerbase wants.

REMINDER: This game runs on GMT. (Please read the rules page before apping. Seriously.) Just because you put in an app early evening Thursday in an American timezone doesn't mean we'll necessarily be able to process it in the same week, because it would already be Friday for us. So, just in case you put in your app on a Thursday evening and don't understand why you might not hear back for another week, that's why. The reason we do apps this way is because the personal schedules of our mods aren't copacetic. We leave a week for all of us to get a chance to sit down and read apps when we have the time to do so, and then on Friday the votes are tallied and the apps are processed.

FOR REFERENCE, APP PROCESSING BEGINS AT 7:00PM EST ON THURSDAYS

Please fill out the following form for your application:

smallbeginnings: (Default)

Nathan Drake | Uncharted | Reserved

[personal profile] smallbeginnings 2012-05-07 03:00 am (UTC)(link)
Player Information
Name:
Sirea
Age: 22
Personal Journal: [personal profile] warbreaker
Preferred Contact: AIM: whole mad season EMAIL: wholemadaseason@gmail.com PLURK: zombifiers
Characters Already Played: N/A currently

Character Information
Character Name:
Nathan Drake
Canon: Uncharted
Canon Point: Post-Uncharted 3
Version: vidya
Age: 34
Appearance: 1 2
History: wiki

RP Information
How does your character arrive in Knights Narrows?
Though Nate promised himself to the role of a dutiful husband at the end of Uncharted 3 and to curb his recklessness in doing so, he didn't give up on his career entirely. He got a nudge in the direction of Knight's Narrows for a possible job. Needless to say, it didn't turn out the way he'd hoped.

What will your character be bringing with them? A 9mm pistol with 36 shots and his canon journal.
smallbeginnings: (Default)

[personal profile] smallbeginnings 2012-05-07 03:00 am (UTC)(link)
Character's Personality: When most people think of Nathan Drake, they tend to think of this cocky smartass who hunts for treasure and doesn't afraid of anything. Actually, it's a pretty good superficial description of him, but it's just that: superficial. It's the mask he puts on and the performance that he gives; he's all easy breath and steady walk, easy come and easy go. Nate has a joke-- and it's probably bad and eyeroll worthy-- for even the most serious situations. It's partially because Nate likes to believe that he's just legitimately funny. It's partially because humor is his defense mechanism, and he's extremely reliant on it. And, partially, on some level, it's because he has a hand-crafted identity and persona that he desperately tries to maintain.

Nathan Drake isn't his real name, but it's something that defines him. Raised in an orphanage called St. Francis, Nate spent much of his time with his nose in books about the home's namesake. He was a child drawn to an idea: Greatness from small beginnings. Now, as an adult, he holds onto this stronger than ever. The thing that sets him apart from other people in his life like Chloe, Flynn, and even Sully is that Nate doesn't take the jobs he does for the money. He does it because he needs to prove himself to himself; he feels he needs to earn this name and legacy that he "inherited." His entire life is wrapped up in this lie, in this grand delusion about his relation to Sir Francis Drake, in this person that he created that he's still trying desperately to grow into. Without it, who is he? What is he? By the end of Uncharted 3, he finds some form of acceptance of himself, but even then, it doesn't seem completely convincing.

Deep down, Nate's aware that he can't ever stop being that abandoned, nameless runaway trying to find his place. And that's the most frightening thing in the world for him, so he does everything he can to ensure that he'll never be in that situation again-- alone, homeless, and unwanted by the people who were supposed to love him most. He was already 5 by the time his father gave him up; he likely has memories of that day, of that moment. Because of this and of course the other awful things in his past, Nate's developed a phobia of commitment (though he's trying his hardest to fight it). It's destroyed friendships, ruined business deals, and nearly killed his marriage. It doesn't matter how much he knows he loves his wife, Elena. Nate walked out on her all the same. He even went so far as to avoid all forms of communication with her for a time. In fact, aside from Sully, there don't seem to be any permanent figures in Nate's life. Chloe gets on his case about his disappearing acts early in Uncharted 2, and Flynn makes some allusion to Nate dicking him over at some point in the past as well. Even Sully has to reassure him during Uncharted 3 by saying, "I've had your back for twenty years. I'm not going anywhere. Obviously."

But in spite of all of that, he doesn't just go through his crazy ass career and life out of personal obligation-- he truly does love doing what he does. For him, life is a big game that he needs to win at, and there's simply no way that he would be able to do anything else. You'll never see Nathan Drake work a desk job and be a regular average joe. The Creative Director of the series, Amy Henning, even says that he's great at being the hero, but when it comes to mundane every day activities, he's just kind of lost. Something as simple as going to the grocery store or doing laundry (especially laundry, god Nate, your shirts...) are real hurdles for him, because he was never in an environment where those things were a big part of his life.

His main focus remains on his research and his work. Ever since he got lost in his studies as a young child, he hasn't ever found his way out of the books. Nate is extremely well-read to a point that's almost absurd. (Jason Dante calls him "the walking encyclopedia" in Golden Abyss.) He has an incredibly large cache of information readily available at the forefront of his brain concerning ancient history, different cultural practices, and world geography-- enough to probably put most dedicated scholars to shame. This is to say nothing of the array of different languages that he can read and understand, including dead ones such as 13th century Latin and 16th century Spanish. Verbally, his linguistics aren't so great; he can speak English, Latin, and Spanish, but only knows bits and pieces of others, including but not limited to Indonesian, Arabic, and Tibetan. And on top of all of that, he was also born a gifted artist. Anything he sees during his travels that he deems important, he copies down in an intensely realistic and detailed drawing. Even his idle sketches are outstanding.

Without a doubt, Nate's the best at what he does. It's because he genuinely loves it and has fun with it, despite his terrible childhood and troubled state. That, in essence, is what makes him such a compelling protagonist. He's a professional who's so incredibly unprofessional, breezing through jobs with a stupid grin on his face, because he's having the time of his life. In some ways, he comes off as childish and immature, especially in the earlier installments of the series, because he takes to his work with reckless enthusiasm and wide-eyed wonder. Only recently has he been able to see just how much he's lost along the way and how his life has panned out as a result. By the time of Uncharted 3, his excitement has begun to dim, and his work has become more personal and intellectual rather than fun for the experience. Regardless, Nate has an enormous heart and tries desperately to just do the right thing whenever he can. Though he's a thief who lives his life outside the law, he has a strong sense of a cosmic right and wrong, and a protective streak that leads him to mother hen the people he cares about. That is, when his own stupid ego isn't getting in the way.

And because he does have a strong moral compass and incredible skill, he’s really a force to be reckoned with. When someone screws him over, he fights to get even. When he smells foul play, he crafts a plan to make sure that he remains on top. And when he feels like the safety of the entire world is in danger, he’s the world’s Knight in Shining Armor. Betrayal isn’t something he takes lightly, and he has a mean jealousy streak. Karma is his close friend, and he works with it to make sure that people get their just desserts. He’s a master of split-second decisions and improvisation, and he can change his entire agenda at a moment’s notice should the need arise.

It should come to no surprise, then, that his adaptability comes from a very high level of intelligence (though you’d never know it from some of the shit that comes pouring out of his mouth sometimes. Again, he likes to think he’s so funny). Nate’s mind seems to be working constantly, faster than most people can keep up with. Every so often, he has the habit of going off in his own little world while the gears in his head keep turning, leaving the rest of his party wondering while he wanders away to make sense of what his brain is working out. It’s during these times that he’s most consistently serious and even authoritative. In fact, it catches him off guard if anyone else gives him orders, because he normally has everything worked out in his head already.

Though he has no supernatural or superhuman powers, Nate is kind of a one-man army and borderline superhero regardless. It comes with the whole "protagonist of a video game" thing. He's proficient in the use of damn near every type of firearm created after the 1920s, from handheld semi-automatic pistols to huge fucking gatling guns to RPGs. He once shot down a helicopter from a tank. True story. Not only that, but he's deadly in various forms of unarmed combat, although he's also well-versed in (and more willing to perform) different methods of non-lethal takedowns.

When people meet Nate, what they see is a confident, outgoing, wise-cracking smartass who's a huge adrenaline junkie and just wants to see people smile. And, for the most part, that's not a disingenuous view of him. He's someone who gets by in life by his natural charisma, by his smiles and handshakes and his ability to adapt and think on his feet. But he's also someone who is consumed and can get overwhelmed by his passions in life, and there's far more to him than just a thief and a grave-robber who spouts terrible one-liners. The long and short of it is that he yearns to be successful, and he constantly struggles to remain relevant in the history and overall story of the world. More than anything, he wants to impress, and he wants not only to be loved but to feel like he's worthy of that love. He's constantly at war with himself and the unfair standards and expectations he sets for himself, and he'll continue going at a thousand miles per hour until he finds exactly what he's looking for in life. He just needs to find a way to move away from "Drake" and closer to "Nate."

3/3

[personal profile] smallbeginnings - 2012-05-07 03:01 (UTC) - Expand

(no subject)

[personal profile] smallbeginnings - 2012-05-11 01:16 (UTC) - Expand
overhunts: (to and through the heart)

HEAT | DIGITIAL DEVIL SAGA | RESERVED

[personal profile] overhunts 2012-05-07 05:38 am (UTC)(link)
Player Information
Name:
ash
Age: 24
Personal Journal: [personal profile] hollaback
Preferred Contact: AIM: bronaparte
Characters Already Played: N/A

Character Information
Character Name:
Heat
Canon: Digital Devil Saga
Canon Point: End of DDS1, as the Junkyard is dissolving.
Version: vidya
Age: unknown. mid-20s, most likely.
Appearance: Heat and his Atma, Agni.
History: Heat's background.

RP Information
How does your character arrive in Knights Narrows?
(use this for a sample pls)

It had been too much to deal with at once, so much information thrown at him at once. Angel's words had resonated with him, but perhaps in a manner that was entirely different from everyone else. A past life? A separate identity? What did that matter? He couldn't remember details, only fragments, and the fragments themselves were not particularly enticing. What importance, what weight, did a life he could no longer remember have on him now, in the present? Nothing. Absolutely nothing. All Heat could be assed to care about was the present. And at present, he was finding himself thrown across dimensions as Varin Omega's body crumbled and the Junkyard turned to dust beneath them.

He remembered screaming, reaching out for others in a hasty attempt to keep them together, something entirely automatic and quickly fleeting. It wasn't until later, much later, would he realize the implications.

At the moment, Heat was suffering from horrendous disorientation. One would think that after all he had been through, being disoriented would come with the territory. But when Heat opened his eyes and was greeted with a damp, musty smell and overcast skies, he reeled in place for a good handful of moments. This... was not the Junkyard. Not that there would be anything left of it now. Sucking in a sharp breath, Heat reached out to touch the dirt walls beside him, his eyes glowing a displeased and angry orange. His jaw firmly clenched. What, had someone thought this was a cute joke to play? Throwing him into a ... grave... well. Heat wasn't quite sure why or how he knew what a grave was, given his already spotty memory, but the bottom line was that he didn't appreciate it. With a scowl on his face, Heat pulled himself up and out of the shallow grave and looked about.

Definitely not the Junkyard. Silent and clutching to his SMG, Heat ventured out of the graveyard, intent on getting his barrings. And, maybe his teammates.

What will your character be bringing with them? registration ring on his finger, a submachine gun and the clothes on his back.
Character's Personality: As his name suggests, Heat has a fiery temper and ornery attitude to match. He lacks patience for meandering and prefers action over plotting. Because of this, some might mistake Heat for being all brawn and no brains, but that would be a grave mistake on their part. He's a very seasoned tactical strategist and often has a game plan in mind without having the decency to allow others in on it. Heat is all about action, rather than someone like Gale who prefers extensive planning and discussion ahead of time. Time is precious and it would be wasted on explaining the intricacies of his plotting to others, in Heat's mind.

One might even say Heat can be cruel and unforgiving, and that would be an astute observation. Heat does not warm up to people easily, if at all, and he keeps himself coldly distanced even from those he trusts. His fellow members of Embryon know this well enough; Heat would not hesitate to fight any of them if they dared to overstep boundaries. He has no qualms about punishing those who cross him and compassion or understanding are not emotions he subscribes to. He has little humanity left, in fact, evidenced by his lack of struggle with his ultimate fate in comparison to those around him.

Being driven to consume others to survive has no negative effect on his mental state, and if anything, only further pushes him into a frenzy for flesh. Heat relishes in the opportunity to consume his opponents and openly admits looking forward to it, unlike his teammates who are largely reluctant and haunted by the mere suggestion of eating another person. Perhaps the desire to consume was always there, in a more abstract sense; Heat enjoys showing off his prowess to any who will watch, and the act of feasting on a defeated opponent only solidifies and strengthens his ego. Be it literal or figurative, Heat's ego pushes him to destroy and overpower those who stand before him.

All that being said, there is a side to Heat that is more or less softer than the personality most others are presented with. Rare moments pass where Heat will allow his guard to lower, clearly exemplifying that there are those he truly does care for, but those moments are fleeting. And even during, Heat is awkward and forceful in the methods of doling out his concern, often making those unaccustomed to his personality frightened or offended. This leaves Heat himself confused and frustrated, as he lacks a real grasp on what is an acceptable way of conveying how he feels about others.

He has his moments of camaraderie with his teammates, usually through ribbing and biting remarks. Embryon is seemingly used to Heat's brash attitude and can decipher his callous words. His relationship with Serph, for example, becomes markedly strained with the introduction of Sera, but Heat cannot completely betray his leader, going as far as to plot alongside him for Sera's benefit.

Heat has deep rooted issues, flickers of memories he can't quite place, from the time he was alive. There are certain, basic things that Heat cannot remember about being alive, such as concepts most would find elementary. And example would be that Heat (and his teammates for that matter) had no idea what "children" were, but at the same time, were distinctly confused as to why none resided in the Junkyard. Things like "music" and "games" are not concepts Heat is familiar with, at least not anymore. Anything from his past life is erased, and he cannot use any information from that time to his advantage or to fill in any holes about normal life.

As mentioned above, Heat has issues with emotions and properly expressing them. This is also linked to his lack of memory; not only were events and identity removed from his memory, but also knowledge of how to deal with certain emotions. Anger is one he can handle easily because it is a base emotion; even animals can comprehend anger. But as things become more complex, Heat becomes more confused and frustrated. "Love," "jealousy," and "grief" are a few that Heat cannot properly deal with and result in the reactions as detailed above.

In the end, Heat comes to the revelation that he doesn't much care for whatever life he had before the Junkyard, and only cares for the one he made in the present time. This speaks volumes for the front he displays to everyone around him, in that he does, in many ways, care for those he begrudgingly calls "comrades."

Writing Samples

Sample Journal Entry: [ enjoy a serious of harsh scribbles at the top of the page, like someone's trying to figure out what the fuck a pen is. ]

serph

[ the handwriting is crude and it obviously took the person a while to construct that single word. ]

sera

[ this word is less crude, as if written with care. ]

i will find you no matter what

dont let anything happen to her

dont let them take her away

protect her

Sample Log Tag: Heat was not one to explore; that was a job for Cielo or Gale, not someone like him who was easily bored with sightseeing. But, given the circumstances, Heat was backed into a corner on that front. With all the maturity of a spoiled prince, Heat trudged his way out to the shipyards, scoping out any potential arrival of those he knew. It was an arduous task; there were no challenges to be had, no demons to sate his never-ending hunger, and the bones of those who fell before him served as little more than a mockery of what he could be accomplishing with his own hands. Tearing and rending those who dared to challenge him... how fun that would be right now.

Heat scuffed his boot against the dingy sands, sending a worn and brittle tibia skittering ahead of him. His lips curled in disdain. There was nothing here, nothing but memories no one cared about. A harsh reminder that the past was meant to stay dead. Heat felt little but annoyance at the poignancy of the scene and trudged further ahead into the remains, his stomach throbbing to the point of making him feel ill. All those bones reminded him of was his hunger.

Scoffing, Heat came across one of the beached boats, the smell of rotting wood heavy in the air. It was an odd sight, and he couldn't deny it intrigued him. Boats and things of that nature were not something commonplace in the Junkyard. Perhaps he had a sense of childlike curiosity left in him after all, beneath the anger and hunger and violence.

(no subject)

[personal profile] overhunts - 2012-05-11 04:40 (UTC) - Expand
avareza: (pic#1904554)

Cyril Kamelot | D. Gray-Man | Reserved

[personal profile] avareza 2012-05-07 12:46 pm (UTC)(link)
Player Information
Name:
Jen
Age: 26.
Personal Journal: [personal profile] redweth
Preferred Contact: AIM, Gmail, and plurk are all redweth.
Characters Already Played: N/A

Character Information
Character Name:
Cyril Kamelot
Canon: D. Gray-Man
Canon Point: His most recent appearance in Chapter 207, after he's been shown torturing Lavi and Bookman in order to discover the whereabouts of his daughter.
Version: Manga
Age: Cyril's age has not yet been revealed, but he appears to be over 30, being old enough to be a Minister of his country, having a family and sizable estate.
Appearance: Some pictures are more tasteful than others.
History: Here is the wiki. Since his history on that thing is two paragraphs, I've written something up.

Not much is known about Cyril's human life before the Noah awakened within him. He is the older brother of Tyki Mikk, though the difference in last name is never explained, and also a minister of his country. It's not even certain whether he became a Noah prior, after, or at roughly the same time as he became a minister.

It is known, however, that after becoming a Noah, Cyril married Tricia, a human woman with a 'delicate' health condition, so that he could freely adopt Rhode and Wisely, both Noahs themselves. Cyril simply gushes about the cuteness of his precious daughter, and the delicacy of his wife. Wisely, seems to unnerve him rather than fill him with fatherly pride the way that Rhode does.

Cyril lives in a well appointed estate with his family, is rather well-to-do and wants for little. His introduction into the plot is, in fact, at a dinner party hosted by the Millennium Earl, the leader of the Noah and a man intent on killing God and remaking the world. Most of his dialogue during this scene is simple teasing as he and Rhode discuss Tyki's beauty, compliments his attractiveness directly, suggests to the Earl that Tyki marry some beautiful and influential young lady, and .... veritably swoons over his idyllic family life and the joys of being a father and husband.

He later attends a peace talk between his own country and another, during which Cyril stages an attempt on his own life. He engineers the assassination attempt to make it appear that the minister, Lesley, from the rival country, tries to kill him. In reality, Lesley had already been killed and turned into an Akuma (monsters in league with the Millennium Earl who are created from the despairing souls of the dead), and Cyril was simply controlling him at the time. This gives himself the excuse to kill the diplomats from that country and his country the excuse to renew war on its rival. And with more war, more tragedy, the Millennium Earl can create more Akuma.

After this, he presumably returns to business as usual, seeing to his duties and social obligations as a minister. He does, however, appear again alongside his brother Tyki and another Noah in an attack on Allen Walker and the Third Exorcists of the Black Order. As the Order is charged with defeating the Millennium Early, and the Noah are sworn to serve him, these conflicts are many and varied, but Cyril does not often appear in them -- most likely due to his human self's social standing. In any event, during the attack, Cyril is able to manipulate the bodies of the Exorcists from the North American Headquarters such that it removes them from the fight, and Cyril simply watches while the Earl and the other Noah pursue the true purpose for the attack (The Awakening of Alma Karma, his battle with Allen Walker, and the battle that causes the 14th Noah to at least partially emerge in Allen Walker).

After this he appears again only after Bookman and Lavi (an Exorcist) have been captured. He tortures in effort to gain access to Bookman's logs, which may hold valuable information about the 14th Noah's last incarnation. However, when Tyki enters the scene and reports that Rhode has gone missing while she was protecting Allen from Apocryphos (a being made of Innocence, which is the only substance that can kill Noah) he flies into a rage, lashing out at Lavi and demanding of Bookman to know more about the 14th and her relationship with the previous incarnation of the 14th Noah.

RP Information
How does your character arrive in Knights Narrows?
As his primary concern (given his canon point) is locating his adopted daughter, Rhode, Cyril will be coming to Knights Narrows in pursuit of his not so little girl. We'll just say one of his "interrogations" yielded misinformation on the matter.

What will your character be bringing with them? (1) overly expensive suit with matching shoes, (1) monocle, (1) cigar, (1) small box of matches.

Character's Personality: Cyril is best described by what he is: the Noah of Desire. Initially presented in the trappings of his human facade, Cyril is surrounded by decadence. Having risen to the rank of Minister of his country (we are not given the name of this country as of yet), Cyril possesses wealth and diplomatic power, he's even involved in peace talks to avert a war (which he sabotages). He possesses a generous estate, a delicate, beautiful wife, a precocious daughter, and all the prestige most would ever dream of. Yet it's not enough. Cyril is greedy, ambitious, and cut throat. He grasps influence and positioning to himself by the handfuls and nothing will slake his thirst for more. By his very nature, Cyril covets all that he does not already have. The quickest way to get Cyril to want something is to withhold it. Once he has something, however, he does not necessarily stop wanting it. He may derive less enjoyment from it, but possession is paramount, and should that possession be threatened, he will become more desirous of the thing. This extends even beyond boundaries most in a Christian nation would not cross (canonically, he flirts with his brother, Tyki's protest falling on deaf ears).

Greedy thing that he is, Cyril possesses the reputation of a gentleman, and in general, presents himself as such. He is polite and amicable, charming in the manner of a well-to-do man who's aware of what's fashionable amongst high society and lives said privileged life to the fullest. Though he is flirtatious, he is skilled in changing that flirtation to fit the situation. When called for, Cyril will indulge in polite flirtation that borders on proper courtship, however, there is a time and a place in which Cyril wholeheartedly believes a good groping is in order. Though he is careful to ensure that word of his indiscretion will not spread. He enjoys things like spending quality time with his family, having tea, doting on his daughter, and playing at a human life. But Cyril is not human. He is a disciple of Noah.

Though he possesses the manners, decorum and vocabulary of a gentleman, Cyril does not hesitate to threaten or torture those who cross him. In pursuit of knowledge about Road, his adopted daughter, who has gone missing, he is shown livid with anger, barely able to communicate and mercilessly torturing the Exorcists for information. In addition, as the Noah of Desire, Cyril possesses the ability to manipulate the bodies of human as a puppet master moving them as he sees fit. He does not hesitate to use this ability to his gain, or to lethal effect. Furthermore, Cyril is shown as willing to sacrifice humans, even those familiar to him for his goals. During a meeting he attended in order to sign a peace treaty between warring nations, he stages an assassination attempt and then slaughters everyone in the room in (false) retribution for the single aid that was killed.

Quirky and flamboyant -- Cyril will gush about Road's cuteness, or the Earl's graciousness, or this delightful new tea set -- Cyril presents an unintimidating, even disarming picture, but lurking beneath that benign diplomat is a creature born of avarice who will stop at nothing to have what is his. In most cases, that creature is safely kept at bay with what possessions Cyril has already amassed to himself, but like a sleeping dragon lying over it's horde of gems and coins, he will respond with fire and violence if he awakes to a thief.

Writing Samples
Sample Log Tag: [Using my sample from Adstringendum. Let me know if you need a new one.]

It was the twelfth such... abode -- if one could call it that -- he had dared enter. And already it was looking rather grim. True enough, the walls were intact, the door frames sound, but the glass had been knocked out of three of the windows and half of the front door was missing. The rank smell of mildew hit his nose even before Cyril nudged the door open, and the Noah's lip took on a curl of its own. He pressed on past the open door only after a long hesitation, slipping into the Spartan interior of the dismal, forgotten little home.

Only a handful of furniture remained to it, all worn but mercifully in one piece; a dresser too large and oddly shaped to drag from the place, chairs missing rungs but otherwise sound, a table that was far from level. The wallpaper was faded in all the places that direct sunlight might stretch into the room, and the place hadn't seen a maid in what seemed months.

A substantial application of will was necessary for Cyril to remain inside what might have been a charming little cottage -- had it not been for the toll of neglect. But remain he did, for the walls were sound and the foundation sturdy. And it was in the best shape of any of the other places. A door could be fixed, the glass replaced, and surely, surely he might someone to do it for -- It took a moment, it had taken a moment each time, to recall that he hadn't the means to hire a handyman. Even assuming he found one.

It took a moment, a dreadful moment, to let the abject poverty he was now relegated to wash over him. Gone was his estate, his servants, his standing. Gone were his bonds, his stocks, his investments, the jewels he'd given Tricia and Rhode, the fine dresses and suits tailored just for them. Gone was the good china, the silver, his mahogany writing desk. And Cyril heard his teeth creak he clenched them so hard against his losses, his knuckles fast became white in the tight fists his hands had curled into.

Everything was gone. Or it wasn't here, at least. In this place, in this time, whenever and wherever it was. Everything was gone. Everything he'd attained. And it was a with a cold, deliberate, mechanical movement that he closed the not-quite-intact door behind him, stiffly that he strode into the house and gingerly mounted the stairs, his grip a little too firm on the railing. The next floor, he knew with a certainty, would be no better. From the looks of things it was likely little more than a loft. But perhaps... Perhaps there was something up there he might use to block up the door or the windows -- until he could fix them.

Perhaps there was something up there he might use. Beaten down and exhausted from a day of unhappy discoveries and more than one unwanted experience with the local wildlife, Cyril forced his losses aside for the time being, even as he felt them keenly. For one did not attain what he had by giving up at a simple setback, however weighted. And, however long it might take him, he would regain everything that he had lost.

And then he would take everything else.

Link to previous activity: Here.

(no subject)

[personal profile] avareza - 2012-05-10 23:29 (UTC) - Expand
deathandgin: (Default)

Alaric Saltzman | The Vampire Diaries | Reserved

[personal profile] deathandgin 2012-05-07 10:14 pm (UTC)(link)

Player Information
Name:
Hannah.
Age: 22.
Personal Journal: [personal profile] lionheart
Preferred Contact: [plurk.com profile] scathefire
Characters Already Played: N/A.

Character Information
Character Name:
Alaric Saltzman
Canon: The Vampire Diaries
Canon Point: 3x20.
Version: The TV series.
Age: 32.
Appearance: [ 1 ] [ 2 ]
History: Here.

RP Information
How does your character arrive in Knight's Narrows?
He’s waking up in a grave because he died (permanently) in canon right where I’m taking him from.

What will your character be bringing with them? All he has on him is a white oak stake, albeit a… special one. A ring that had restorative powers that Alaric used to wear was melted down and molded onto this stake to make it indestructible. So. Yeah. It’s mainly a vampire-killing weapon considering it’s wood, but now it has a metal covering from the ring.

Character's Personality: Above all, Alaric is at his core a good and respectable guy. He thoroughly believes in giving others second chances – we first see this side of him when he gives Jeremy a clean academic record when he first comes to Mystic Falls, despite Jeremy having a past of shoddy attendance and drug use; the second time, and the most notable, is when he becomes friends with Damon who, for all intents and purposes, he should despise. It probably helps that Alaric realizes what a selfish bitch Isobel was despite his total adoration of her during their marriage, but that is only one small reason why he forgives Damon for “killing” Isobel (which he initially believes is the case) and then for murdering Alaric himself.

After taking up the substitute teacher gig after Mr. Tanner’s murder, Alaric quickly acquires the role of the “cool” teacher – without really trying. Funny enough, outside of the classroom Alaric seems to be uncomfortable in large crowds, especially when he is the focus (when on stage at the Bachelor Auction and asked to relate an interesting fact about Mystic Falls, he can only fumble and eventually drop the question). He’s equally as awkward in close social encounters, such as his first few conversations with Jenna when he seems to over share embarrassing stories and facts about his past. As he gets closer to people, he warms up to them very quickly; he smiles often and is generally very open in his conversations.

Alaric is pretty damn courageous, too. Despite knowing Stefan and Damon are vampires and could quite easily kill him – especially the latter – he never gives into their demands (unless blackmail is involved, of course). This is especially clear when he specifically hunts down Damon to kill him, knowing full well that vampires are many times stronger than humans. His devotion to Isobel, which led to his quest for vengeance, is another defining feature: if he gets into a relationship, he’s in it for the long run. He stayed dedicated to Isobel’s memory for over two years despite believing she was dead. Even when she finally confronts him as a vampire and denies feeling remorse for leaving him, Alaric stands up to her and refuses to believe that she ever stopped loving him.

Damon is an interesting gray area for Alaric; initially he wanted nothing more than to kill the other, especially after Damon rubbed turning Isobel in Alaric’s face. After Damon kills him, things seem to gradually change between them. Just a few days after Damon murders him, Damon asks him for help in saving his brother – although he initially denies the request, he gives in because he sees the way Damon is willing to protect Elena, which proves he has some humanity in him after all. As time goes on, Alaric continues to help Damon in his various escapades, despite the fact that his activities should push him onto Alaric’s shit list. Like Stefan, Alaric seems to grudgingly acknowledge that Damon is a murderer and that murder is what he does; this acceptance creates a morally cloudy area where Alaric temporarily shifts his strict moral code in order to give a berth for the vampire. The berth grows to the point where he keeps following Damon into very shitty, life-threatening plans, and in 2x15 he makes a demand of Damon for the first time: that he stops lying to Alaric, especially when it puts people he loves in danger. He firmly establishes himself as Damon’s friend, exemplifying how far Alaric’s forgiveness and ability to appreciate even a monster’s humanity goes.

Unlike Damon, however, Alaric is not particularly skilled in the art of deception. He instead prefers an honest approach, and he isn’t exactly afraid to voice his opinion or his beliefs to supernatural creatures that could easily kill him. This means he usually gives Damon and Stefan shit for their horrible plans. In a way, Alaric is the sole voice of reason out of the entire cast. (And, maybe for this reason, he’s also left out of a lot of particularly bad plans.)

With his friendly and warm demeanor, it’s also particularly difficult to get Alaric riled up – unless, of course, Isobel is used as the stick poking at the embers. He reacts amazingly quickly in moments of dire urgency – such as staking Henry immediately when he begins to attack – and is crafty in his invention of new weapons to be used against vampires. All of the weapons the group uses, including compressed-air powered guns, the vervain darts the guns shoot, and spring-loaded stake-shooting guns that wrap around the wrist, were invented by Alaric; all of these are the result of a mind that is greatly interested in the history of places and people.

Like Elena, he tends to have both a martyr streak and a bit of self-deprecation. After Jenna’s death (which he blames himself exclusively for,) he begins drowning his sorrows in alcohol, barely functioning at all as the guardian for the Gilbert children he wants to be. He often comments how he’s failing them, letting them down, and that he’s a horrible teacher and an even worse role model. Eventually Elena points out how the only family they have is each other, and he starts lifting himself after the post-death rut in order to really get involved in protecting his town and his (pseudo) children.

Aside from that, and probably because of it, Alaric is often quick to sacrifice himself for others. In 3x10, Jeremy is almost run over by a car. Without knowing whether the driver is human or hybrid (the latter which the ring would allow him to recover from), he sprints in front of the car and shoves Jeremy out of the way, getting hit by it himself. In a way, the ring which allows him to regenerate after death from supernatural causes has helped seal that low sense of self-worth. He, along with the other characters, generally see him as a sort of meatshield because his deaths quickly start to lose their meaning. This is changing, however, as the ring begins to fail.

The ring itself has, through his multiple deaths, begun to break down his psyche and separate it into two distinctive parts – one being Alaric as everyone knows him, and an “alter ego” who has recently begun murdering those it sees as “threats” to Mystic Falls. These threats seems to consist of supernatural monsters (vampires, mostly) or those who help or aid said monsters. This side has definitely tapped Alaric into his self-deprecation, as he consistently believes those murders are his fault whether or not he can control his actions once that side of him takes over. As it is, when that side does take over it’s akin to passing out for him, as he has no memories of anything the other personality does. Nothing in particular seems to trigger the mental change as far as canon goes.

Writing Samples

Sample Journal Entry:

[Private]

Normally I’d stay away from this kind of thing, but considering death and memory loss seem to both be frequent occurrences, I figure it’s time to write. Consider this some kind of pseudo-memoir. I might lose my mind or whatever again, but hopefully he’s not gonna care about this. It’s just something to keep my sanity before I inevitably kick the bucket again.

So. Day one. Woke up in a grave with the stake. Like, the stake. I figure I need to get rid of it, give it to someone to hide. Except the locals? Not sure what they’re gonna assume when they see this thing. It’s a monstrosity.

Tried burning it, didn’t work.

I figure I’m screwed like usual.

Link to previous activity: Log.
saviored: (.cover your eyes; the devil's inside.)

Damon Salvatore | The Vampire Diaries | Reserved

[personal profile] saviored 2012-05-07 11:45 pm (UTC)(link)
Player Information
Name:
Maia
Age: 22
Personal Journal: [personal profile] continuum
Preferred Contact: definisms @ gmail | [plurk.com profile] discontinued
Characters Already Played: n/a

Character Information
Character Name:
Damon Salvatore
Canon: The Vampire Diaries
Canon Point: 3.20 (end of)
Version: TV canon
Age: 171 (appears 25)
Appearance: x | x
History: here.
The wiki stops at 3.17, so after that, the ragtag scooby team of Mystic Falls team up to take down an original (since they are all linked by Esther's spell, so if one dies, they all die). Damon, however, gets his ass caught by Rebekah who proceeds to torture him for most of the episode. Meanwhile, Klaus gets Bonnie to unlink him and his siblings right as Matt/Stefan/Elena manage to stake Finn. Sage (the wiki is lacking, but basically Sage is Damon's vampire mentor back in 1912 and occasional fuck buddy) who was turned by Finn gets super mad, but before she can do anything about it she keels over dead. Apparently, staking one original takes out their entire lineage of vampires. Oops. Stefan winds up trading in the stakes in exchange for Damon. Unfortunately, Alaric (Damon's bestie, suffering from a vampire-hating murderous alter-ego that takes over every so often) has hidden the stake and his non-crazy personality doesn't know where.

While Stefan tries to get the location of the stake out of Alaric, Damon goes with Elena to pick up Elena's brother and find out who sired their vampire line so they know which originals to kill and which one not to. Unfortunately, the trip is pretty much a bust since the vampire who could tell them the information gets an untimely stake to the heart. Damon does, however, make out with Elena during this trip, though it doesn't solve much and he basically gets cockblocked by Elena's little bro.

3.20, Damon realizes Alaric is now pretty much permanently not himself. Meanwhile, the witch who originally made the vampire race and is now looking to end it has teamed up with Alaric to turn him into the ultimate hunter. In doing so, she makes him a vampire himself with the intention that his alter-ego would take consume whatever good side was left in him. In the process of turning, Alaric wakes up as his old self again one last time. He kills the witch and chooses not to complete the transition (you're not a vampire until you drink human blood). Damon hangs around to make sure that Alaric doesn't give into the temptation to feed so he can die a human death like he wants. They share a pretty nice last moment together over a drink. When it's over, Damon leaves -- only to run into Bonnie (another witch) who puts him down with one of her magical migraines.

RP Information
How does your character arrive in Knight's Narrows?
After he recovers from having the arteries and veins in his brain burst tons of times, Damon finds himself not quite where he last remembered.

What will your character be bringing with them? his daylight ring that keeps him from burning in the sun, wallet, car keys.

Character's Personality:
Because when they see good, they expect good. And I don't want to have to live up to anybody's expectations. Basically Damon in a nutshell. When we first meet him, it was clear he wanted people to believe that he had no humanity left, even though it's long been obvious something's always lurked beneath the surface: his devotion to Katherine, his increasing willingness to help Elena, his complicated relationship with his brother—even the way he's obviously hurt by betrayal and his unwillingness to extend his trust to anyone out of the belief that they'll just turn on him.

He can’t really lie to himself or anyone anymore; where he is in S3, Damon has long been on Elena’s side and after the debacle of S2 and a minor slip-up in 3.04, he’s come to understand that it might not be the best idea to kill everyone who gets in his way. Especially not if that person is one of your only two friends ever (sorry, Alaric). He struggles with his humanity regardless, but he's getting better at it and it helps that, with Stefan having been out of commission for several months, Damon has kind of been forced to step up to the plate. Elena's come to rely on him where she couldn't rely on Stefan and in a sense, so have the people in her life. Most don't trust him or even like him much and you'd be lucky to get him to admit he cares if they're dead or not, but he winds up helping out despite himself. He might not like it and he might screw it up on occasion, but he's managing better than he ever has (which isn't saying a lot, but improvement is relative). He's moved on from Katherine, too: he retains some lingering feelings for her—it’s never going to go away—but he won’t let himself get pulled into her again.

His feelings for Elena are equally complicated. She's the last person who should've extended her hand to him—he's nearly killed her and her friends on multiple occasions—but she did and it means something to him. Damon doesn't exactly have a lot of people who would consider him worth saving. Along the way, he fell in love with her, but he also knows she loves Stefan. It results in a push and pull where he wants her, but he also continually pushes her away because it's easier when he knows she'll never go for him. Besides, caring is dangerous, not just for himself, but for the other person, too. Damon can get exceptionally overprotective to the point of controlling if he thinks someone he loves is putting themselves in danger. Heightened vampire emotions means his already unhealthy way of loving as a human gets dialed up to eleven. He's not as bad now as he was a year ago, but it's still there. After their tryst in the motel, though, where he realizes Elena's waiting for him to do something stupid again, Damon's put the ball in her court: he's not going to screw things up this time and give her anymore excuses for why she can't be with him. The decision is all on her whether she wants him or not.

More important than his love for her, though, is Elena’s friendship, and his love is pretty wrapped up in that as a whole. He couldn’t feel for her the way he does if she wasn’t the friend she is to him. He trusts her and he knows she trusts him now, too, and they’re both bound by how much they care about Stefan, by how much his going off the rails has affected them both. She’s the first person he ever trusted, in fact, and with the exception of Alaric, she’s the only one. Damon doesn’t trust easily (he definitely doesn't trust anyone who's betrayed him before, which Elena has) and he’s never had someone he could genuinely call a friend before her, so above all, he values that.

On the subject of Stefan—it deserves its own paragraph. They used to be extremely close until Stefan’s blood high finally split them apart. Damon resents his brother greatly and there's nothing false about how much he enjoys messing with him, but as per his deathbed confession, he’s come to acknowledge that he’s blamed Stefan for events that weren’t necessarily Stefan’s fault. Even prior to that, he was willing to risk his life to save his brother, taking on a house full of vampires much older than him just to rescue his baby bro. He loves Stefan. It’s transparent as hell, though getting Damon to admit it is like wringing blood from a stone. This does not, however, make Damon any less exasperated with Stefan in general, whether Stefan is a self-loathing squirrel killer or a humanity-less dick, and he’ll hardly hesitate to stab Stefan to make a point. They're slowly finding their way back to each other, though. Damon's openly acknowledged that Stefan is all he has and he's put in a lot of effort in trying to get Stefan back on track, helping him control his bloodlust. Whatever happens, there's no doubt that Stefan is the most important person in his life whether he loves him or hates him or both.

It's with the few people he happens to care about where Damon proves to be the finest combination of self-destruction and impulsiveness; he'll go out of his way to make people hate him just because it's easier when no one looks at him to be a better person and he can tell himself he doesn't care what they think about him (he totally does). He's been lucky enough to be forgiven more times than he's deserved and he knows that, but even halfway through S3, he's still willing to bear the blame of killing Bonnie's mother rather than put it on Stefan. It's far from any sense of selflessness. People hating him is just what he knows. He's spent 146 years playing the role of the bad guy and it's simpler that way; there's no one to disappoint, no one to let down. Damon was consistently labelled as the black sheep of the family as a human so it's something that carries with him even in death. He's not the one people look to when they expect good things. Eventually, he's convinced himself that he doesn't want people to expect good things out of him, anyway. In theory, it's an easy way to live: no consequences, no one's affections to lose. It's just that for the first time in his life, he cares enough about people now to be bothered if he hurts their feelings and loses them. To Damon, this is a real novelty, so dealing with it makes him unstable where he deliberately fucks things up, then feels bad and goes around either acting out some more or trying to get back in their good graces. He's the equivalent of a hormonal teenager, basically.

These are all deeper issues, though. In general, Damon has a need to keep himself occupied in some way—he doesn't do boredom—enjoys a night out, and has no trouble chatting with just about anyone. When he wants to, he can be extremely charming. Plus, he's easy on the eyes and that hardly hurts his case. He's also manipulative to the nth degree and he's not afraid to do what it takes. It's telling that he manages to gain the trust of the very people who are specifically looking for a vampire. When it comes to people's emotions, Damon is far from oblivious to them. He knows how to cut deep and he'll lash out whether because he's pissed or because he doesn't like someone. Even when he's not trying to hurt anyone's feelings, it's a rare moment when he holds back: witness him casually telling Alaric (his best and only friend) that Alaric's girlfriends are all dead.

Predictability doesn't apply to him, either. His mood can flip in an instant; he's one of those people who'll shake your hand and snap your neck within the space of a second. Damon’s temper is interesting: he definitely has one, but it tends to manifest fast and cold; by the time anyone’s realized they’ve pissed him off, they’re already dead. There are, however, instances where he just loses it, usually involving people telling him they don’t love him or little bros abandoning him, in which case there is frequently broken furniture and glass all over the fireplace. Or a body.

Damon will also take on vampires a thousand years older without a blink just because he’s...Damon. He can’t stop antagonizing people even if they can kill him in an instant. He is highly tenacious and if there is someone who needs to go, he will keep at it until it’s done or he’s dead. He kept trying to kill Elijah until it worked and then he keeps on trying to kill Klaus even though Klaus is nigh unkillable and can snap him like a twig. If he wants someone to die, that person will die.

In short, Damon is the definition of morally ambiguous. Categorizing him in terms of good vs. bad is difficult at best. Although he’s getting better about his disregard for collateral damage, when it comes down to it, he will let people die if he has to. "There's a small list," he says in regards to who he cares lives or dies, and his small list consists of his brother, Elena (and occasionally by extension her friends. Occasionally), and Alaric. He won't hesitate kill for and he won't hesitate to die for the few people he loves. Once he's decided someone's worth his loyalty, he's there to the end. Anyone outside that list? It's a coin toss whether he'll bother to rescue your ass because he happens to be feeling something that moment or kill you himself because you've just been unlucky enough to catch him in a bad mood.

Writing Samples
Sample Journal Entry:
[it's a note ripped out of the journal, haphazardly stuck under a bottle of wine. Beside is a crudely handwritten Hello my name is name tag, with Alaric filled out on one side and Serial Killer filled out on the other.]

Thought we could help keep things clear. You're welcome. FYI, your alter-ego made an encore last night. Feel free to cure your concussion with a hangover. Try not to pass out. It'll be extremely inconvenient if I get another stake-shaped hole in my leg.

Link to previous activity: @ damned.
Edited 2012-05-07 23:48 (UTC)

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rightsiderequiem: (Fate)

Dextera | Baroque | Reserved

[personal profile] rightsiderequiem 2012-05-08 01:54 am (UTC)(link)
Player Information

Name:
Koi
Age: 20
Personal Journal: [personal profile] koizume
Preferred Contact: Email: nobuyuki23@yahoo.ca | Aim: Koiusla
Characters Already Played: N/A

Character Information

Character Name: Dextera
Canon: Baroque
Canon Point: In the the -2200 Phase, after being killed by a Meta-Being.
Version: Video Game - with a touch of manga.

Age: Unknown, but I put him around 17 or so.
Appearance: 1 | 2

History: Baroque on Wikipedia

RP Information

How does your character arrive in Knights Narrows? Since he's been killed, Dextera gets to climb out of a grave.

What will your character be bringing with them? The Angelic Rifle (+ five bullets), a Cremation Sword (basically a broadsword with fire atributes) and his clothing.

Character's Personality: Dextera is, for the most part, a very simple person on the surface. He’s quite – due to being a mute – and is somewhat unexpressive, allowing events to pass by without much of a reaction.

Inside though, is someone who is confused, suffering and terrified.

When talking to the Horned Girl, who speaks a person’s thoughts, she reveals that Dextera has no memory of his past and has a sense of guilt eating away at his heart. He knows he’s done something wrong, some kind of horrible sin but he has no idea what it is. But it’s because of this guilt that he believes the Archangel when the man says he’s the one who ruined the world. What else could lead to guilt like this?

Dextera represents a sort of bleak, trusting hope in his world. When the Archangel tells him to go into the Neuro Tower and purify the Absolute God to ease his sin, Dextera does so without question because it’s the only consistent thing he has. The world doesn’t make sense, the people won’t tell him what’s going on and he himself doesn’t know anything because of his memory loss. But the Archangel is consistent, appearing and telling him what to do next every time he dies. Dextera trusts the man because he’s so lost and despite his deaths and failures, he continues to go back into the Neuro Tower in the vain hope that maybe this time it will finally work.

In a flashback to Dextera’s childhood, his brother comments on his strategies in chess as a “rushed move”. He isn’t a leader and while Dextera isn’t stupid by any means, he’s also very simple-minded and not good with long-term plans. He’s pretty determined, however, and once he has his mind set on a task, he will do it. Despite dying over and over in the Neuro Tower and being told that it wouldn’t work (or simply being called crazy), Dextera continues to enter and try to purify the Absolute God because he knows it’s the only way to ease his guilt and it’s the one thing he knows about the world.

He has his own thoughts – he wonders why he has this guilt and his memory is gone and slowly begins to piece things together, like the Littles and Longneck’s reaction to the cultivating fluid. When given the pieces back, Dextera can put them together over time but because of his lack of understanding the world he comes off as very simple. He has a sense of curiosity and in the end wants to do the right thing but he’s too preoccupied with the guilt eating away at his heart. It doesn’t help that Dextera doesn’t understand the world, but at least he’s trying.


Writing Samples
CHOOSE TWO:

Sample Journal Entry: [Dextera's handwritting is a little shaky. He wasn't quite sure about how to use a pen, used to using his blood to craft words if he needed it.

But he needed help. The Archangel wasn't here to tell him what to do and the world felt more distorted than before. Was this his fault again?]


Where am I? Please answer.

[One question. It would be nice to at least know that.]

Link to previous activity: @ Bakerstreet

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[personal profile] rightsiderequiem - 2012-05-11 01:25 (UTC) - Expand
battlemaged: (Default)

Hawke | Dragon Age II | Reserved

[personal profile] battlemaged 2012-05-08 02:21 am (UTC)(link)
Player Information
Name:
Jay
Age: Only a lot of well over legal
Personal Journal: N/A
Preferred Contact: AIM @ notsweetjustsour; Plurk @ jagermeisters
Characters Already Played: None

Character Information
Character Name:
Rowen Hawke (goes by his surname)
Canon: Dragon Age II
Canon Point: Post-game events, sided with mages during conflict
Version: Game
Age: 31
Appearance: 1, 2, 3
History: The DA Wiki
And in my own words:
Hawke’s story truly begins during the Dragon Age, circa 9:30. The Fifth Blight ravaged Ferelden, destroying all in its path and overwhelming the armies of King Cailen and the Grey Wardens, thanks to internal strife and treachery. Many villages and towns were destroyed, including the village of Lothering, where Hawke and his family had lived for several years. His father Malcolm died three years prior, so it fell to Hawke to lead his mother, Leandra and his twin siblings, sister Bethany and brother Carver, out of the Blight’s path.

On the way, Leandra proposed they head to Kirkwall for refuge, a city in the Free Marches. Hawke and Bethany, possessing magic, were less than enthused by this idea, since Kirkwall housed many Templars, but they were left with little option, and pressed on to Gwaren to take ship. They encountered a Templar, Ser Wesley, and his wife, Aveline Vallen, also fleeing the Blight and the destruction of Ostagar. After saving the two from darkspawn, they agreed to travel together, as Wesley had been gravely injured during the skirmish.

During one encounter with darkspawn and a savage ogre, Bethany was killed protecting her mother, neither of her brothers being able to deflect the monster’s bloodlust in time to save her. The group was hard pressed, overwhelmingly outnumbered, but determined to go down fighting. They were saved, by chance perhaps, by Flemeth, the Witch of the Wilds, who, in dragon form, had been watching from a cliff. In exchange for safe passage through the darkspawn-riddled Wilds, Hawke agrees to deliver an amulet for the witch, promising to take it to the clan of Dalish elves outside of Kirkwall.

Thanks to Flemeth’s intervention, the group managed to make it to the coast and take ship, but Aveline’s husband had become infested with darkspawn corruption and was left behind, Aveline fulfilling his wish and taking his life to spare him an ignoble death. The group arrived in Kirkwall to find it closed to refugees, but managed to impress the captain of the guard enough to gain information about a route of entry. Leandra’s brother Gamlen Amell finally located Hawke and his family and revealed to them that their family estate has been lost, all fortune gone. He did, however, offer a way into the city, provided Hawke and Carver work off the debt for a year in exchange for the entrance bribes. Although not thrilled with this prospect, Hawke decided to work for Meeran’s Red Iron mercenaries and their passage into Kirkwall was complete.

During their year in Kirkwall, Hawke and Carver made a name for themselves, but rather than fame, they needed coin to survive. Thus Hawke’s idea to sign on with the Deep Roads expedition, led by the dwarf Bartrand Tethras, who was none-too-gracious about the prospect of hiring two additional humans, despite their experience. Abruptly turned down, Hawke and Carver then met Varric, Bartrand’s younger brother, who encouraged them to invest in the expedition, instead of hire on as guards.
battlemaged: (Default)

[personal profile] battlemaged 2012-05-08 02:22 am (UTC)(link)
Hawke spent the next several weeks doing odd jobs around Kirkwall, putting aside coin for the Deep Roads venture in addition to keeping his family, living with Gamlen in squalor in the city’s Lowtown, eating on a regular basis. Joining up with Aveline, who’d joined the city guard, Hawke uncovered Captain Jeven’s involvement with the Coterie, the largest thieves guild in Kirkwall. Jeven was deposed and Aveline, thanks to her concern and care for the city and its guardsman, promoted to Guard Captain in his place.

Following one of Meeran’s job notices brought Hawke, Carver and Varric into contact with Fenris, an escaped elf from Minrathous, a city of the Tevinter Imperium. The elf became part of Hawke’s companion circle after he aided Fenris in raiding his former master’s mansion, and Fenris volunteered his aid despite his innate dislike for mages and all things involving magic. Hawke also “bumped” into Isabela, a former pirate captain who’s ship had run aground outside Kirkwall, and offered his aid in dealing with a few unsavories who’d been tracking the rogue for her former business associate, Castillion. Impressed with Hawke’s ability, Isabela offered to “stick around” and see what other exciting trouble would follow the Ferelden refugee.

A notice on the Chanter’s board introduced Hawke to Sebastian, the Starkhaven-prince-turned-Chantry-brother, and Hawke quickly won Sebastian’s loyalty by hunting down and eradicating the mercenaries who’d slaughtered his family back in Starkhaven. While not seeing completely eye to eye on some things, Sebastian nevertheless offered to aid Hawke whenever he should need.

In fulfilling his word to Flemeth, Hawke met Merrill, the Keeper Marithari’s former First, and promised to take her back to Kirkwall and keep an eye on her, since Merrill had chosen exile in order to help her people through the use of blood magic. Although not entirely thrilled with Merrill’s choice, Hawke nevertheless kept his word, delivering both the amulet to the top of the mountain and enabling Flemeth to go free once more and bringing Merrill back to Kirkwall’s alienage, where the elves of the city were quartered.

A conversation with Varric brought about the need for reliable maps to access the Deep Roads, which in turn led Hawke and his companions to Anders, the apostate mage from Ferelden and also a “former” Grey Warden. In exchange for help in freeing a fellow mage from Kirkwall’s Circle of Magi, Anders promised to deliver the needed maps, but unfortunately, Anders’ friend Karl had been made tranquil, or stripped of all emotion, before they could free him from the Circle’s clutches. Despite this, Anders provided the maps regardless, and offered his magic and healing skills whenever Hawke should require his help.

Finally having enough coin to invest in the expedition, Hawke and Varric persuaded Bartrand to accept and despite Leandra’s misgivings, Hawke took Carver along on the trip. He also enlisted Anders, since the Grey Warden’s ability to sense darkspawn would come in very handy below the surface. A week down, things began to go very wrong. Blocked passages prevented them from taking the gentler route, but eventually the group encountered an ancient dwarven thaig, unknown even to any dwarves presently. While exploring the thaig, they discovered a strange idol which seemed to be made of pure lyrium, a dangerous but precious substance used in the making of magic. The idol had a strange effect on Bartrand almost immediately, leading him to seal Hawke, Varric, Anders and Carver in the thaig’s burial chamber.

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worstdisguise: (a grief deeper than the ocean)

Chizuru Yukimura | Hakuouki: Shinsengumi Kitan | Not Reserved

[personal profile] worstdisguise 2012-05-08 05:12 am (UTC)(link)
Player Information
Name:
Delphi
Age: 24
Personal Journal: N/A - I have an LJ if you want it, but...LJ...
Preferred Contact: AIM - Ivy Midnighter; plurk - endlessskies
Characters Already Played: None

Character Information
Character Name:
Chizuru Yukimura
Canon: Hakuouki: Shinsengumi Kitan
Canon Point: Chapter 3-1; at this point, Chizuru has learned the truth about her being an oni (Japanese demon) and is not taking it terribly well. She has recently been attacked by a blood-frenzied rasetsu, leading her to hide her injury because of her healing abilities. The new ally to the Shinsengumi, Itou, has split the group, leading Saitou and Heisuke to leave.
Age: Judging by her appearance, I would say Chizuru is probably about eighteen.
Version: Visual novel version. At the point where Chizuru is coming from, however, there is very little difference from anime canon, as the plot has not progressed far enough. Yet.
Age: Unknown, but from her looks, I'm guessing she's about 18.
Appearance: 1, 2
History: Wikipedia

RP Information
How does your character arrive in Knights Narrows?
Chizuru was given some horrible misinformation about where her father is - according to the informant, it was just a little ways out of Kyoto, nothing to worry about, she could be there and back before the Shinsengumi got concerned...
What will your character be bringing with them? Chizuru will be bringing her kodachi and her clothes with her.
Character's Personality: Chizuru is a polite, intelligent, and very gentle young lady. She does her best to help others, even when it may put her in danger. She tends to worry about those she considers friends and family and is willing to act on those worries. One example of her acting on her concerns is how she set out on her own to find her missing father, which is what set her story in motion in the first place. Throughout the game, at least, she tends to fret about how she doesn't do enough to help the Shinsengumi, and tends to silently bemoan her own uselessness - in other words, her sense of self-worth is not the best. She is more introverted than extroverted, although she is nice to people and tends to make friends easily. It's just that she is a very sedate person for the most part, especially in comparison to more energetic characters such as Heisuke or Sen.

Chizuru has a strong sense of right and wrong; for example, it is wrong to harass a defenseless person, and it is right to come to the aid of someone who is being disturbed. She is more than willing to act on this; for example, she came to the aid of a complete stranger when she witnessed said stranger being harassed by ronin. (Said stranger was Sen and ended up becoming a close friend of hers, but I digress...) She is an outsider to the world of politics, however, and never takes a strong interest in it; the main reason she remains with the Shinsengumi through thick and thin is sheer loyalty, which is another notable quality of hers. She is willing to endure whatever she has to in order to be of aid and remain near the ones she cares for.

Despite being on the sidelines most of the time, Chizuru has been emotionally affected by the combat she has seen. When someone falls in battle, she will mourn for them, and she has never gotten used to blood and gore. She honestly doesn't have it in her to be a fighter and a killer like the Shinsengumi, but is more than capable of being an emotional support to others, even when she's got problems of her own. For example, learning about her oni heritage has upset her a great deal as she believes herself to not be "normal" because of it - but she is still quite capable of helping others out in this state. She tends to bury her own fears and sorrow and tries not to freak out except in serious distress. At best, she'll just very quietly hint at it, i.e. "I'm worried about so-and-so..." However, she does trust the members of the Shinsengumi to the point that if she needs help with an immediate matter, she probably will ask for help. It's just that she tries to take care of her emotional issues alone...for the most part.

Writing Samples
Sample Journal Entry: It looks like I am no longer in Kyoto, and I will not lie and say that this is easy to adjust to. It is terrible, and I truly wish I were home. If this were a dream-- but it isn't, and I am going to have to accept that I've been spirited away. All I can do now is pray that my dear friends are well, for I can not help them from here. I wish they were, it would make this less horrible. If they were here, though, they wouldn't be able to perform their duties back home...

I'm just going to have to accept this. It's too horrible to be a nightmare, so...this must be real, awful as it is.

Sample Log Tag: Under other circumstances, Chizuru would have been happy, relieved even, to know that there was a shrine or temple within city boundaries. They tended to be peaceful places, their caretakers and priests knowledgeable and kind. Even shrines that had fallen into disrepair, those that were no longer used, still bore some lingering vestige of that peace. Such places were reminders that, even in the darkest of times, there were still some small lights, some places that violence did not seem to touch. Nature, as well, seemed entirely capable of moving past whatever humans threw at it, the grass growing green no matter how much blood was spilled upon the ground. To travel to a quiet forest, to spend time with only the sound of the river, would that not soothe the troubled soul?

The locals, however, told her otherwise. The forest? "Evil. Best you stay away from that place, girl. Those who go in don't come back out," they mumbled. What of the temple, or cathedral as they called it? "Worse than evil. Don't even think of it! They'll rip ye to shreds."

From what she saw of the forest and the cathedral, she was inclined to believe them. She wrapped her arms around herself, rubbing her shoulders in a weak attempt at keeping herself calm as she looked up at the forest on the horizon. So, she was trapped...and alone, from the looks of it. She didn't like it at all, but she would have to endure it. Hadn't she traveled from Edo to Kyoto alone so many months ago? She could surely endure being spirited away to this strange town.

...even if it was so much more ominous than Kyoto had ever been.
Edited 2012-05-08 05:13 (UTC)

(no subject)

[personal profile] worstdisguise - 2012-05-12 06:51 (UTC) - Expand
escapedpandora: (ʜᴏᴘᴇ ✧ sтαη∂ ғαsт)

Hope Estheim | Final Fantasy XIII | Reserved

[personal profile] escapedpandora 2012-05-09 04:46 am (UTC)(link)
Player Information
Name:
Shamera
Age: haha, oh gosh, beyond drinking age anywhere in the world, yea?
Personal Journal: [personal profile] shamera
Preferred Contact: aim: kl0tho, [plurk.com profile] shamera
Characters Already Played: n/a

Character Information
Character Name:
Hope Estheim
Canon: Final Fantasy XIII
Canon Point: Chapter 11, exiting the Mah'habara Subterra
Version: The first vidya!
Age: 14
Appearance: picture! and general uncertain expression. He's 5'0, silver-white anime boy styled hair, light green eyes, and paaaaaaaaale. Give this kid a sandwich, he looks like he could be knocked over by a breeze!
History: here.

RP Information
How does your character arrive in Knight's Narrows?
Hope is separated from his team when he falls into a pit in the Mah'habara, and has to find his way out. The direction he goes, however, doesn't exactly lead to the area above rather than that it leads outside. And this outside doesn't look anything like the area where he had entered the Mah'habara. This area has people.

What will your character be bringing with them? What's on his person? His clothes, his boomerang, half a dozen potions, two Phoenix Downs (figured it wouldn't work here so it's just pretty), and a small assortment of gears and metal trinkets. (You don't want to know the amount of crap actually in his inventory.)
escapedpandora: (ʜᴏᴘᴇ ✧ нєє∂ тнєsє ωσя∂s)

hi this is way too long

[personal profile] escapedpandora 2012-05-09 04:46 am (UTC)(link)
Character's Personality:
If anything, Hope is more than a bit awkward around people. He’s a teenage boy who grew up in the background and never really had a direction for himself even though everyone else seemed to know who and what they wanted to be when they grew up. He was a child content with what he had and without the ambition to be better in any way, despite the fact that he had so much potential. He's a good child— doesn’t cuss, doesn’t cause trouble, doesn’t go out of his way to make a fuss, doesn’t hang out with the bad crowd, and does his work quietly and efficiently. Hope’s world as a kid revolved around his mother, whom he doted on and clung to with the fervor of a child who had a hard time making friends and had a hard time fitting in. He had exactly two friends in elementary school, both of whom moved away and lost contact with him during middle school. He was an extremely sheltered child; an only child with a government worker as a father and a full time mom. What has to be understood is that Cocoon is an extremely sheltered world, and Hope was sheltered even in Cocoon standards. He's never so much as stepped in mud before he was eight years old (and that was only because of a school field trip that took the kids out of their comfort zones. The kids thought dirt and plants smelled funny because they had never encountered so much of it before, coming from the city). He was the type who preferred playing inside rather than outside; preferred staying with his mother and washing vegetables for her despite not understanding why she was so fascinated with grown food when the food created by the fal’Cie provided the sufficient nutrition. He was the child who bit down on venomous comments regarding how his dad was never there so that he wouldn’t upset his mother, and then worked hard to distract her from her loneliness. (It didn't always work, since his sullen silence around his father worried her a lot as well.)

Hope is a bit shy and extremely polite (better illustrated in the Japanese version as he speaks keigo (the formal and polite manner) to everyone with the exception of one character) with a very blunt manner of speaking: he uses simple words and is able to twist them enough to get his point across in a rather eloquent manner when he’s serious, contrasted with stammers and general ducked head and slouching when he’s uncertain (which is a lot). Hope tends to be very childish in his physical mannerisms: he reaches out and grabs onto someone’s hand or shirt if he wants their attention, and swings his arms rocking on his feet when he’s waiting for something to happen. He wrings his hands when he's nervous and covers his face when he laughs or cries. Most of those are generally physical quirks that would be seen in children much younger than he is, but then, Hope’s lack of friends and other teenage influences in his life, along with his dependence on his mother, would explain the lack of development there.

This gives a better understanding on just how lost he became after his mom's death— after being suddenly rounded up at gunpoint by soldiers while they were on vacation and herded on a train that would take them to “Hell”. That day was the first day Hope had ever been in any real danger, and spun his life around from being the same content child who was just waiting for his problems to pass without any insight to his future, to watching a massacre conducted by the government that was supposed to protect him; and being stripped of his mother, home, past, future, freedom, and humanity when he was turned into a l’Cie: a monster straight from nightmares and horror stories. He lost everything that he had relied on in one day, and wasn't ready for that loss, not like the other characters of the game who had all known what they were getting into.

The events of the game is a giant ride of character development for Hope. He had to learn, and learn quick, in order to survive. The thing is, though: Hope is resourceful. He is quick-witted and sharp and so very brilliant that sometimes his deductions seem rather disconnected from the game because he manages to make connections from A to Z while skipping the rest of the alphabet. He’s logical and becomes the team strategist, revealing the very beginning of what is an exceptional mind (which is taken much, much further in the second game) of a teenager who could potentially become... anything he wanted to be. He’s good with machines, good with deducing situations as well as people, charismatic when he’s self confident enough, and powerful. He’s got fantastic aim and learns very, very quickly.

But along with all of that... Hope isn’t self-confident. He may have all that potential and all that power, but he’s hesitant and uncertain in his own thoughts, never sure if he’s good enough to do something. Despite all his potential, Hope is still limited by his age and his inexperience as well as his mental and emotional trauma from the events of the game that needs time to heal. Hope’s the type who clings to people because despite his maturity and his understandings, he still has a child’s mentality and instinct to trust and depend. He tends to duck his head when he talks (a habit he never grows out of), and turn statements into questions if he’s in the slightest bit unsure of things. His mood is usually dependent on the mood of people around him as he’s very easily influenced— he draws his confidence from people around him and their approval.

Hope isn't your typical video game hero who has something tragic happen to them and suddenly they're willing to fight for what's right... he behaves much more like a normal, albeit broken, kid: he whines, he sulks, he grieves, he throws tantrums, and he struggles to learn and grow up. He can be a real brat. He can hold terrible grudges. He can get so mad that he tries to kill someone. But at the core of it all, Hope is a very kind teen who doesn't like causing trouble or really even drawing attention to himself. He oscillates between wanting to stay a child and not believing that he's good enough at... anything, really, since he compares himself to his (exceptional and experienced) teammates, and wanting so hard to be seen as grown up and believe that he really can take a stand and make a difference even when it looked like all was lost. He misses the security he once had, but is determined that he’s an adult now because he refuses to be left behind in the way children are left behind when people go off to fight. He has abandonment issues, having watched his mother die, and then having the rest of his world turn their backs on him. The reason he had been upset with his father before had been because his father had less and less time to spend with his family (when once Hope had idolized his father, and his dad had been the one to tell him that he should take his promises very seriously), enough that Bartholomew Estheim kepting breaking his promises to his family.

For Hope, the duration of the game was a real eye-opener. Within the week (canon says the events of the game took a week. I propose closer to a month with the amount of things that happened), he's had his entire life re-written. He's not just some helpless child without a sense of direction anymore. All of a sudden, he's got real power and the realization that those in charge can be wrong. They can be the bad guys. He's had it revealed that the core of everything he had been told as a child (and that the rest of his world had been told) was a complete lie, and that the dangerous and feared monsters the government protected them from... was actually just what the government turned ordinary people into. He's been shot at, clawed, fallen from dangerous heights, broken bones, poisoned, and so much more in that week. He's learned how to kill to survive.

But what makes him special, and a hero, is how he retained his heart and his belief in people. Hope honestly believes that people are good despite being chased out of his own home city by a mob of people who had probably watched him grow up, and the government announcing that they wanted to publicly execute him, and everything that happened to him. Despite the tragedies he's had to face (or perhaps because of), he's starting to learn to trust in himself, and starting to understand that people can be manipulated easily. That it's easy to believe in lies because people generally want the easier path. That he's not going to do that anymore, because he wants to judge things for himself rather than be told what to believe in.

In the beginning of the game, he actively scrambled away from things he was scared of— he clung to Vanille and hid behind Sazh when soldiers came. Along the way, though, he slowly learned and convinced Lightning to teach him how to survive. By chapter seven, he was brave enough to confront Snow about his mother’s death. By chapter eleven, he choked back his own fears and asked his team to leave him behind if he slowed them down. By the end, he stood to defend Vanille despite barely being able to stand at all. Hope grew up in that aspect. He’s not the type to run from danger, not anymore, not when there’s a chance that he can protect someone else. He's not scared of monsters anymore, because he's had to face all the monsters his world (and the world he thought was Hell) could throw at him and because he knows that he has a worse monster inside himself. What he's scared of now is being left alone, but more that is the fear that eventually he would be the demise of everyone he cares about.

And while he may be very mature mentally, he's still missing real life experiences. Some things need practice, after all, and Hope's only had a week of his new-found mentality.

(no subject)

[personal profile] escapedpandora - 2012-05-11 23:14 (UTC) - Expand

Nuala | Hellboy | Reserved

[personal profile] ex_pinwheels450 2012-05-09 06:34 am (UTC)(link)
Player Information
Name:
Elli
Age: Twenty-*COUGHCOUGH* 25
Personal Journal: [personal profile] pinwheels
Preferred Contact: AIM, Rookie Eyes; Plurk, themyscira; email, roleplaymama@gmail
Characters Already Played: N/A

Character Information
Character Name:
Nuala.
Canon: Hellboy II: The Golden Army.
Canon Point: Post-death.
Version: Movie.
Age: Never stated outright, but presumed to be several thousand years old.
Appearance: One and two.
History: Cool cool coolcoolcool.

RP Information
How does your character arrive in Knight's Narrows?
Via open grave. :(
What will your character be bringing with them? Nothing; she'll be wearing this gown.
Character's Personality: Nuala, twin sister of Nuada and daughter of King Balor of Elfland, is a textbook example of a princess: she is demure, gracious, ethereal and stands dutifully by her aging father's side during her brother's self-imposed exile. Although they are not seen interacting in the film, Nuala clearly cares for and respects her father. She shares many of his sentiments, strives to carry on his responsibilities after his death and even followed him underground (literally – the elven court can be found beneath New York City's east side rail yards) once humans drove them from the forests.
Nuala does not appear to fulfill any significant role in the court and likely stood in silent support of King Balor as he counseled his people, but it's possible that she learned much about diplomacy and even politics relevant to the subterranean society the elves and other creatures had resigned themselves to.

Nuala's relationship with her brother, however, is a complex and slightly disturbing one. Nuada is a fierce warrior, through and through, and intent on going to war with the human world upon his return from exile. Nuala, on the other hand, is content to fade into oblivion with the rest of their kind for the sake of maintaining peace. Though her brother feels justified in fighting to restore their clan to its former glory, Nuala knows that nothing good can spring up in the wake of battle and bloodshed and begs him to reconsider.
Nuala is largely frightened of her brother as Nuada is a skilled, self-made fighter who intimidates and later turns on her with a dagger. But she is not so afraid that she will not defy him to his face. She may not wield weapons with the same proficiency as he does, and he may try and dominate her, but Nuala has a very strong will.

Perhaps it is because of her lax combat abilities that she has developed a sharp mind and is shown to be a quick, resourceful thinker. It's unknown if she's had extensive contact with the modern human world before the events of the film, but she manages to use the trappings of 21st century life to her advantage when Nuada tracks her to the BPRD headquarters. In very short order, Nuala burns the map allegedly leading to the Golden Army, hides one of three essential crown pieces used to control said army in a book in a library, and alerts the rest of the building to her brother's presence before he can discover it.

Above all, though, Nuala is a gentle and empathetic figurehead whose only wish is to honor her father's memory by upholding the truce forged between man and mythical creature eons ago, even if it means forfeiting her own life to spare those around her from Nuada's unending wrath. Not even the possibility of finding love with Abe Sapien is enough of a distraction from preventing war at all costs.

Nuala can speak and read English fluently in addition to her native elven language, a sampling of which can be heard here beginning at 0:08.

For reference, her canon powers amount to a psychic link shared between herself and Nuada; it allows each sibling to know where the other is at all times, and if one is injured the wound will appear on the other. She can also read thoughts through the touching of hands (clairsentience). But she will be stripped of these abilities in-game, as per the rules.

Writing Samples
Sample Journal Entry: [ Nuala's handwriting is tight and neat. ]

I have been in the company of lost souls for centuries. Perhaps that is why I feel no urgency to leave this place.

What would be waiting for me if I could? The fragmented remains of the court and a throne that needs to be filled. I haven't the constitution to be queen, but my people need guidance. I can only hope they have elected someone suitable in my absence.

Sample Log Tag: The princess raises her hand, palm out, closes her eyes and waits.

The wind rolling off of the lake splits itself on her slightly parted fingers and pushes the white-blonde hair away from her face.

She waits.

Her mind is empty – and this is most distressing. Gone are her brother's thoughts which once collided with her own, like angry waves crashing onto a quiet shore; and the intense surge of his more violent emotions lancing through her without warning. Now, Nuala feels grief, only grief. It flails around inside of her with no outlet because her brother is not there to exhaust it for the both of them.

Still, she waits.

For if she is alive, Nuada must be alive, too. Somewhere. He could be hunting for her, or hunting for newer, stronger allies to join him in his crusade against the human world. Either way, she needs to reach him soon.

But she is close to giving up...

Nuala's hand does not meet her brother's coarse, constantly rippling spiritual essence. It meets air, lifeless air. With a shuddering exhale, she brings her palm near her face and regards it with a heartbroken expression, her eyes asking 'why?'

(no subject)

[personal profile] ex_pinwheels450 - 2012-05-11 23:26 (UTC) - Expand

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[personal profile] crownpeace - 2012-05-12 13:29 (UTC) - Expand
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setalight: ([♦] I really fucked it up this time)

Lenalee Lee | D.Gray-Man | Reserved

[personal profile] setalight 2012-05-10 04:34 am (UTC)(link)
Player Information
Name:
Jay
Age: 20
Personal Journal: [personal profile] jayturtle
Preferred Contact: plurk @ justkiddin
Characters Already Played: None!

Character Information
Character Name:
Lenalee Lee
Canon: D.Gray-Man
Canon Point: Chapter 210, after Zhu's presumably off-screen funeral.
Version: Manga
Age: Roughly 18
Appearance: Trauma, as is integral to her canon. Also less trauma, for your non-emotionally volatile visual needs.
History: Lenalee's wiki page

RP Information
How does your character arrive in Knights Narrows?
Following Zhu's funeral, Lenalee embarks on another mission, unfortunately with incorrect directions. She will end up stumbling into Knights Narrows thinking it's where she ought to be!
What will your character be bringing with them? Her uniform and the clothes underneath, a trench coat, a very basic first aid kit, and her golem.
Character's Personality:
As a child of a holy war, Lenalee can fairly aptly be described as a broken bird. She has no recollection of the presumably happy life she led before she was taken away to the Black Order, and the first three years following are of witnessing horrifying torture and death, and the rapid deterioration of her mental health. Her life became the knowledge that those who were not Exorcists would die trying to become them, and as a genuine Exorcist, she would never be able to become free of the war she was in. On several occasions, Lenalee made the attempt to escape the Order, and failing that, to take her own life. This does not make for a healthy girl.

It's only because her brother, Komui, had entered the Order and promised that from there on out, they would live in that place together, that she went on to regain some sense of self. Lenalee vowed that, for her brother's sake, she would become an Exorcist as the Order had planned for her. It would be worth everything she'll go through, if by doing so, she can protect him. And gradually, the kinder people like the hard workers in the Science Division crept into her life, expressing to her a friendliness and humanity that she hadn't before seen from the Order. She learned to care for them, even if her hatred of those who hurt her didn't go away. Her mask was so flawlessly built that, were an outsider to look at her, they'd hardly be able to tell she was hiding so much fear and bitterness beneath the surface. She's as lovely a representation of the Order as you could ask for; sweet, helpful, and polite, and a competent fighter (which is what matters most).

These friendly faces, the only gentle things in endless violence, ultimately became her everything. Without question, one of the most important parts to her personality is what Lenalee considers to be “the world”. Instead of seeing continents and oceans, she sees the faces of her friends and family; the people she has bonded to in her life on the go, because she has never stayed in one place long enough to become attached to a “location”. And while each piece may be a little larger or smaller than the other depending on how well she knows them and how much their presence contributes to keeping her sane, Lenalee rarely puts a conscious value on one over the other. Notably, most everyone is aware that this is how she sees them, and that she truthfully couldn't care less what happens to anyone not a part of her world. To her, even if the physical world were to be saved at the expense of her friends' lives, she would be destroyed. She admits she would rather die than live alone.

That's where Lenalee's weakness lies. She wants her friends to place their faith in her and to depend on her to make things right; emotionally, physically, in battle, every day— whichever way they can. As altruistic as it sounds, her way of thinking is incredibly selfish and she knows it. She wants them to be dependant on her because in reality, she's the one depending on them. Her world is Lenalee's entire reason for fighting. It is her motivation to be an Exorcist. If she fights for it, her brother hasn't shackled himself to the Order for no reason and those dear to her can live to see another day even if she can't. Should something threaten its well-being, Lenalee do anything she can to save it, even if she risks dying in the process. Though she knows how hard it is to lose someone, and at times appears to be incapable of handling it, Lenalee doesn't appear to always realize that by acting so recklessly, she places that same pain she's so afraid of on her friends. Komui has to shout at her for believing it's fine if she dies to protect them before she becomes truly aware of the severity of those thoughts.

That said, not everyone is so important that she feels she has to behave in such a way. While she generally enjoys being in the company of others, and doing simple activities with them, Lenalee may not necessarily view those people as dear to her. The truth is that she hardly interacts with strangers unless she has a reason to, because Exorcists are conditioned to see anyone who approaches them as a potential threat. The entire point of their eye-catching uniform is to turn them into targets, making anyone getting close as good as an enemy, unless they too wear the Rose Cross or are clearly affiliated with it. Having spent her entire recollected life thinking this way, Lenalee does well to be kindly to everyone, but the nature of the Akuma has fed that wariness in her and she has few friends outside the Order. Even when she does grow to trust someone enough to call them a friend, it may be longer still before she considers them to be part of her world. Often, it's only when they join the war effort, because that means they'll too be comrades.

When it comes to how her comrades wage their battles, Lenalee has quite a short temper. She's very vehement about not going off to fight something on your own, and isn't afraid to use harsh words or even violence to get the message across. Self-sacrifice is, hilariously, the trait she hates most in her comrades (they unfortunately all seem to carry it). She's been known to express violence over something as silly as Lavi making a wayward joke about how unsexy her thoughts are or when Kanda comments that she's “gotten uglier” since he last saw her, but she most often throws a punch when a friend aims to fling themselves thoughtlessly into a losing battle. She will react with explosive anger to almost anyone who suggests she sit by while they're in trouble, and if she is in some way disallowed from or incapable of fighting alongside them, will get intensely upset, either at herself for not being strong enough, or at her comrades for trying to do everything on their own. Tears and gnawing self-loathing are not uncommon in these scenarios. Enemies to the Order, however, are often treated to Lenalee's colder side— hard looks and the occasional chilling smile— and she never fights them half-heartedly.

In moments of duress like that, Lenalee's resolve usually makes itself known. She resolved to become an Exorcist when Komui came to the Order, to get stronger when her friends left her to fight battles she could not participate in, and to fight for what she believes in when hope seemed to be lost. In a moment of courage, she even chose to forgive the Innocence that she hated so much in order to protect her world, on the brink of annihilation, and became the first user of Crystal-type Innocence, thus demonstrating the sheer force of her resolve.

It likely seems as if Lenalee is the sort of girl who can barely bring herself to enjoy day-to-day life, but she can and does. When everyone is safe and happy, she is happy. She takes great value in simple things like serving the Science Division coffee during her time off or watching her friends play chess. Sometimes, when stressed or hiding from Secretary Leverrier, she still goes to Kanda to meditate with him. She doesn't care that he gripes about it. She likes to cook and bake. Jerry taught her how to be a lady and she never forgot what she learned. She just... lets it slip sometimes, when someone needs a good smack.

The important thing to remember is that she's still a young woman; she just so happens to be a soldier first and foremost, so some aspects of her personality had to suffer for it. Lenalee still has her moments of critical self-doubt and existential angst, but she'll also be the first to smile when something— no matter how small— goes right. Komui's insane overprotection coupled with the war makes for an almost nonexistent interest in romance and while she can recognize romantic intent well enough, it's unlikely she'll react to it. She can be unashamedly barefaced and lift her skirt in front of an entire group of male friends because yep! she does indeed wear shorts under there, see? and not realize why that might not be entirely proper. Put her in a room with a leering authoritative figure, however, and she's far more likely to keep her eyes down and feign obliviousness, even when she's highly uncomfortable, because they're part of that group of people she's still uneasy of.

But as long as she has her world laid out around her and a brother who will always be there to protect her in his increasingly ridiculous ways, Lenalee is fine. She can stand to the challenge and overcome things that hurt and whittle her away. She'll be standing tall when the curtain on this unending war finally closes, because even though some friends may not be beside her right now, they'll be waiting for her at the end. She's sure of it.

Writing Samples

Sample Journal Entry:

[This entry takes up very little room, all things considered; a small notice in the centre of an otherwise empty page. The first few letters are very faint and wavery (is she supposed to do this? how does this work?).]

Hello. My name is Lenalee Lee. [She feels oddly nervous writing this out, actually. Too accustomed to seeing the people she's talking to.]

I've only just arrived here, and I was hoping there was someone I could ask about any [a long pause here, and the words following are slightly wispy, as if she'd tried to rush them over (she had)] strange or unexplained things that may be happening here. I'm afraid I haven't had much success asking around in person. If anyone has anything to mention, no matter how small, it would be appreciated.

[She hesitates, pen poised above the paper for several moments, before slashing a quick “thank you” across the bottom of the page.]

Link to previous activity: Musebox entry revolving around Exorcising Lenalee after she'd been turned into an Akuma.

(no subject)

[personal profile] setalight - 2012-05-11 23:35 (UTC) - Expand
holysmite: (Default)

Alistair Theirin ✘ Dragon Age ✘ Reserved

[personal profile] holysmite 2012-05-10 08:47 pm (UTC)(link)
Player Information
Name:
Sirea
Age: 22
Personal Journal: [personal profile] warbreaker
Preferred Contact: AIM: whole mad season EMAIL: wholemadseason@gmail.com PLURK: zombifiers
Characters Already Played: N/A currently

Character Information
Character Name:
Alistair Theirin
Canon: Dragon Age
Canon Point: post-The Silent Grove
Version: um... everything... The Dragon Age series exists across multiple mediums (vidya, books, comics), but it's all one storyline and universe. I'm taking Alistair from after the comic book installment of the series, but it's a continuation of what happened in the vidya.
Age: 31
Appearance: game comic
History: wiki
Important gameplay decisions that contribute to his backstory:
• All available party members were recruited
• All Grey Warden treaties were honored (Sided with the mages during “Broken Circle” and lifted the curse on the Dalish elves/werewolves)
• Hardened
• In love with the Warden (a female Cousland who very much loves him back)
• Loghain was beaten in a duel by the Warden and executed by Alistair at Landsmeet
• Was made King at the Landsmeet and married to the Warden (because fuck yeah all the best royal couples announce their surprise betrothal after working together to publicly behead a man yeah yeah yeah yeah)
Sold his soul to Cried during sex with Agreed to lay with Morrigan and create the Old God Baby to save his own life and the life of the woman he loves
• Met with Hawke in Dragon Age 2
• And now a bit of headcanon: Since no one seems to know when the fuck Witch Hunt actually takes place (the Bioware site says one thing, David Gaider says another, wiki says another) and due to the implication at the end of DA2 that Hawke and the Warden disappeared at around roughly the same time (and also the Warden was still around in DA2 when Alistair met with Hawke, apparently), in my head, Witch Hunt occurs tangentially to The Silent Grove. So, while Alistair is off on his mission to find Maric, the Warden is off somewhere else looking for Morrigan and trying to track down the OGB. This doesn't have a great deal to do with Alistair, other than the fact that the knowledge that his wife is off trying to hunt down his demon bastard child is chewing at the back of his mind.

RP Information
How does your character arrive in Knight's Narrows?
(pls2b using this as one of my samples)
Sometimes Alistair's faith in people really, really annoyed the hell out of him. It was like he never learned from his own mistakes, no matter how many times he made them. Either way, for whatever stupid reason, he couldn't find it in him to give into paranoia or complete and utter cynicism. People deserved a chance, right? Right?

It wasn't that Isabela was a bad captain, or even a bad sailor. It was just that she should've known better than to think she could've navigated the rocky shores around Tevinter. Not that sailing and all that was Alistair's strong point-- the truth was that he didn't even know how ships could be faster or slower than one another if they were all using the same wind. Whatever. It didn't matter now. The reality of it all was that the shipwreck had happened, Alistair had been plucked out of the sea by some random passing merchant vessel, and now here he was in a completely foreign land at a port he'd never even heard of before.

And that was a strange thing, wasn't it? He was right to be wary, right? He should've known all of the major trading ports. Not that this place seemed particularly major. Not anymore, at least. But when the trader captain told him that they were en route to Knight's Narrows and could swing back around after they were done, something just felt odd about it. Alistair supposed he should've felt less odd and more thankful-- if that captain hadn't grabbed him when he did, Alistair surely would've drowned under the weight of his own armor.

Still, there were no signs of either Varric nor Isabela. And if that wasn't worrying enough, he hadn't seen hair nor hide of that trader or any of his crew since they'd made port. Alistair nervously shifted his weight from foot to foot, and the boards of the dock squealed beneath him as he did so. Well. That wasn't a good sign. The last thing he needed was to fall through the damn thing.

Maybe there was nothing that he could do about it right now, but he was sure that someone here must've known something that could help him. Casually strolling away from the dock, he headed in the direction of what he thought might've been an inn. It seemed like a good place to start as any other.

What will your character be bringing with them? His sword and shield. Also, a small pouch of gold.

Character's Personality: Alistair is a simple man with a love of fine cheeses and a slight obsession with his hair. His words. Not mine. Also in his words, it's his role to deliver unpleasant news and witty one-liners. As much as I want to say that that sums him up pretty well, there's more to him than that.

He's a soldier and a gentleman-- every bit the chivalrous knight. Respectful, dutiful, all those fun things. He appreciated the discipline of his Templar training and enjoyed his studies. But there's a part of him that has always been and will always be rebellious and somewhat wild. It comes full circle during his Kingship. Though he takes to studying government and law, he seems to do what he feels is morally right as opposed to making decisions that would most benefit his Kingdom. And in The Silent Grove, he irresponsibly abandons his throne temporarily to chase down Maric. He tells himself it's for the realm, but really, it's his daddy issues coming to a head.

Even though Alistair has been on the throne for ten years, it took him until just recently through his confrontation with Yavana to realize that he belongs there. He's had a long childhood and adolescence of being "put in his place" and being trained to take orders. As a child, he often slept in the stables and with the hounds despite being raised in a castle by his uncle-in-law the arl. He was reminded on a regular basis that he was a bastard, and that any aspirations he had of becoming more than he was were meaningless. After he was shipped off to the Chantry to become a Templar, they tried to train him to take orders and become an all-around Good Soldier, but he was pretty shitty at taking orders, and the Chantry made sure to let him know quite frequently what a disappointing pain in the ass he was. Because of this, the value of his self-worth severely diminished, and he started to believe all of the things that had been beaten into his head from a very young age... but never completely.

Alistair took to dealing with his lot in life with self-deprecating humor. "Bad things happen when I lead. We get lost, people die, and suddenly I end up in a ditch somewhere without any pants." Also known as Nathan Drake Syndrome. It also spilled over to everything else in his life, and now Alistair has a line for just about everything. Humor is his coping mechanism. It's a double-edged sword, though, as he can tend to take it personally if someone other than himself takes a well-humored shot at him.

It's an ironic thing, too, because in spite of it all, Alistair has shown through his actions that he's a leader, not a follower. The best example of it is at the very beginning of the game, where he leads a party of three potential Grey Wardens into the Korcari Wilds and keeps them together through surefooted confidence and a cool head. It's not the only example, though. He tells numerous stories about rebelling against the Chantry-- and just generally being an all-around little shit-- as a Templar-in-training, refusing to conform to their standards. He'll put his foot down and speak his mind when the Warden steps over the bounds of his own moral compass, because even if he can do nothing to change the Warden's decision due to lol game mechanics, he'll at least express his extreme disapproval. Hell, his entire role in The Silent Grove was that of a leader, and it wasn't because Isabela or Varric felt beholden to him as King.

If things seem to be yo-yoing back and forth, good. For the vast majority of his presence in canon, Alistair seems to be pulled between his nature and his upbringing-- of who he is and who he was taught he should be. The guy has issues, there's no denying it. He projects them way too hard on Duncan and the other Grey Wardens, putting them up on a pedestal that they do not deserve, attaching his own ideals and philosophies to what he thinks they should rightfully represent while simultaneously failing to see what their mission truly means. (For reference, see: his crisis moment in Origins. If Loghain is conscripted, Alistair will walk away because his own ideals are tarnished. He can't clearly see that the Grey Wardens have to do whatever is necessary to end a Blight, even if that means recruiting a traitor to a crown.) Until the Warden came into his life, he was never truly loved; he never truly belonged anywhere, and the one group that did accept him was completely slaughtered in the span of a night. At times, it's been known to lead him to foolishness. While it would be nice to think of Alistair as the ultimate bro who always has your back, he is haunted and a little bent (but not broken).

In the ten years between Origins and The Silent Grove, though, Alistair has matured and grown. Eventually, his self-deprecation grew into honest cynicism. Now, he has a more realistic view of the world and the wherewithal to deal with it. At the end of The Silent Grove, Alistair tells Yavana that his purpose in life is justice before he runs her through in order to end her treachery (and then he mouths off to a dragon, like a fucking boss). He then tells Varric that once he finds his father, he's going home to be King. Those scenes were meant to show us that Alistair has finally come to terms with who he was meant to be-- who he's always been: a strong-willed, fair-minded leader capable of righting so many of the wrongs plaguing the world in which he lives.

Writing Samples
My character's arrival. READ IT. LOVE IT.
Link to previous activity: kawaii fun dream meme times. (Elli don't get mad.)

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[personal profile] holysmite - 2012-05-12 06:04 (UTC) - Expand
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[personal profile] grimbiker - 2012-05-11 23:28 (UTC) - Expand
innocently: (pic#3343086)

Morrigan | Dragon Age: Origins | Reserved

[personal profile] innocently 2012-05-11 02:49 am (UTC)(link)
sorry for reposting asgkhkdhg
Player Information
Name:
Quincy
Age: 18
Personal Journal: [personal profile] innocently
Preferred Contact: E-mail: beggimon@gmail.com; aim: callajoker
Characters Already Played: none

Character Information
Character Name:
Morrigan, Witch of the Wilds
Canon: Dragon Age: Origins
Canon Point: The end of Witch Hunt
Version: n/a. Though the Dragon Age world spans several medias, Morrigan appears only in the games.
Age: Unknown, mid-to-late-twenties presumed.
Appearance: Close-up | Concept Art
History: Men are always willing to believe two things about a woman: one, that she is weak, and two, that she finds him attractive.
Some canon points to keep in mind that will affect her:
- All Party Members were recruited, including Shale.
- Anora was made Queen with Cousland as King.
- Male Rogue Cousland, who romanced Morrigan, knocked her up on the eve of battle, and left with her through the Eluvian.
- Sided with Bhelen, Mages, Werewolves, and did not piss on Andraste's ashes.

RP Information
How does your character arrive in Knights Narrows?

When she stepped through the ancient mirror, Morrigan's first thought was not Where am I but Where is the child. Strange, that for once, her desire for survival did not outweigh her care for another creature, human or no. Cousland was not beside her: that much she knew without the ring, but the child was another matter. She was not a maternal being by any sense of the word, and she would never wish motherhood upon anyone save her worst enemies (perhaps Alistair or Leliana). Therefore, when she realized the child was nowhere to be found, I have been cheated was the next thing to come to mind. She would not put it past Flemeth to wreck her plans before they could even start.

The area Morrigan had found herself in was a forest, dark and oppressive. There was something intangible in the air, an ominous tension that she found more interesting than terrifying. Perhaps she should have, considering she did not know to what extent she was in danger, but she had asked for time, and it seemed now she had it, albeit in a different manner. Cousland would find the child, and would not harm him terribly before she returned to them, as she surely would. However, it seemed she would be at a disadvantage.

The magic that normally flowed freely through her body was gone completely. Morrigan wondered vaguely if this was what it was like to be one of those emotionless mages they spoke of, if this numbness drove them insane. That she had conscious thought, emotion intact, was enough to tell her she was not one of the Tranquil. Had she been at her full power, she could have become a spider, crawling along the floor toward whatever end there was. As it stood, she could see neither the sky nor the edge of the forest. It would not do to rush headfirst into potential conflict, in such a weakened state, but Morrigan could see no other option. She could barely breathe as it was, and she would be the first to admit that physical combat was not her area of expertise.

Slowly and quietly, Morrigan walked in a circle around the area of trees she had found herself in, taking care to avoid any fallen leaves that might alert others to her presence, feeling for an area in the air where she could breathe better. At the apex of the ellipses she felt the air loosen slightly. Turning away from her starting point, Morrigan headed toward what she hoped was the exit of the forest. She had never longed for company, but this was one of the times she might, if only so that she did not feel quite so powerless.

What will your character be bringing with them? The clothes upon her back and a ring. That's it.

Character's Personality: Morrigan is a child of the wilds. Proud and fierce, she values power above all else in the world. In the early days of her youth she was quite impetuous, often wandering from her home in the Korcari Wilds to seek out humanity. However, what she found was often not to her liking: the people were simple, and easily swayed by her shaking hips, and there were many customs she found herself unable to understand. That said, while she has a distaste for much of civilized life, there are certain things she likes about it, such as jewelry, material items that she did not have much of at her home. Her time away from the Wilds as a child has, however, imbibed in her a natural pessimism toward humanity as a whole: in her opinion, just about everybody but her is doing something wrong pretty much all of the time. As an outgrowth of that pessimism, she is quite outspoken about her beliefs: even if the Warden, in the beginning, chooses to tell her to be their "silent guide," she will still voice her opinions. Constantly.

Despite her tempestuous nature, in the beginning of the game she is seemingly docile toward her mother, agreeing almost immediately to traveling with the protagonists. And when she discovers her mother's plans for her, she doesn't want to be there when the Warden confronts her. Though she says it's because it could play into her mother's plans perfectly, there's an undercurrent of fear there, almost as if she doesn't want to enter into a confrontation with her mother at all. By the end of Witch Hunt, however, it seems that her fear of her mother has turned into a simple kind of wariness: she tells the Warden to be careful of Flemeth, and then goes on to speak of change. It seems that part of Morrigan's plan for the child may include taking care of her mother permanently; unfortunately, since it seems Bioware is working toward something with the Flemeth, Morrigan's true plans are merely speculation at this point. It most likely has something to do with the nature of the Old Gods and the Blights to come, as the events of Awakening can imply that the Blights will end forever. That the child has the soul of an Old God without becoming an Archdemon also points toward this.

On that note, though she is a proud creature, she's not particularly afraid to share information about herself. She is sarcastic and haughty, but when asked a question she generally tends to give a straight answer, one that is usually fairly well-thought out. Since she's one of your first two permanent party members, most of her backstory can be found out before even entering the first dungeon. With that, she does make a couple of remarks toward the Warden, expressing surprise that he would even want to know about her life, particularly mundane aspects such as her thoughts toward the Wilds. However, she obviously doesn't mind, or else she would end the conversation there, as she does with other topics should the Warden speak incorrectly, such as when discussing her "romance."

To that end, while Morrigan is knowledgeable, she's not particularly skilled at conversation, particularly in debates with fellow party members. She's prone to biting remarks, but they're usually not very good or hurtful. She doesn't put much effort into her insults unless she's really pissed off. Her sarcasm is not so much a defense mechanism as it is a reaction: sarcasm is just something she does without much thought behind it. She is very critical of others, finding fault in just about everything, particularly people who are repressed. She despises the mages at the Circle, claiming that they should not allow themselves to submit, that in giving up their freedom they committed the ultimate sin. However, she is not above finding fault in herself: though she is not self-conscious by any means, she does remain self-aware to a certain extent. She does not favor things which seem frivolous to her, such as small-talk, but this extends only to immaterial things, as she values trinkets and other such nonsense.

With regard to her personal relationships, Morrigan is extremely forward and doesn't like to take no for an answer. When she asks the Warden to have sex with her, only one or two rejections in a very complicated chain of dialogue can end with no sex and a romance intact. Most other options that reject her, even if they're "nice," will cut things off forever, and most likely incur a large drop in approval. She also does not like to share: when the Warden has a romance active with either Zevran or Leliana at the same time, she gets very catty very quickly, always believing herself to be the better choice. She has less of a problem with Zevran, as the Warden's potential relationship with him is thought by most of the party to be one based solely around sex, as is her own. However, she does not mind if the Warden marries Anora: she is possibly the only romance that doesn't care about becoming a mistress: she even finds it amusing. This is because the Warden's arrangement with Anora is simply that, not a true romance. On that note as well, she does not like the weakness that comes with "love," and will refuse to sleep with the Warden once she is in love with him. That conversation path is also a very difficult one to navigate: it's extremely complicated to even keep the romance active.

Writing Samples
CHOOSE TWO:
Arrival!
Sample Journal Entry:
[The text on the page is sloppily written, the kind that comes only from a meticulous but unskilled hand, as if the author had taught herself to write and so lacked the elegance that comes from a formal education.]

mother

[The above text has been crossed out and smeared, as the author flipped through other pages of the book before turning back to her own.]

It seems that this is a hub for wayward souls. An irritatingly threadbare one, at that. I have slept on the ground and broken into homes before, but never in such an oppressive atmosphere. If this book is indeed our best way of communicating, then I allow me to make a request: I seek an ancient and powerful mirror. If you know of such a thing, it would be in your best interest not to touch it.

That is all.

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[personal profile] wildborn - 2012-05-12 00:40 (UTC) - Expand
inthegrass: (Heard there are dragons out here)

Butch DeLoria | Fallout 3 | Reserved

[personal profile] inthegrass 2012-05-11 03:14 am (UTC)(link)
Player Information
Name:
Lauren
Age: 20
Personal Journal: [personal profile] tvirus
Preferred Contact: [plurk.com profile] DEVILvaccine, nomnomazoth @ aim
Characters Already Played: n/a

Character Information
Character Name:
Butch DeLoria
Canon: Fallout
Canon Point: Post Trouble on the Homefront (Opening the Vault); Not taken as a Companion by the LW
Version: The Fallout series is one of those "your choices affect the game" types, so I feel I should specify a few choices that relate to Butch in particular: Female Good Karma Lone Wanderer, his mother's saved, LW returns and convinces Overseer to open the vault and step down
Age: 20
Appearance: 1 2
History: Fallout Wiki
If this is insufficient, let me know, I've got a good write-up in waiting.

RP Information
How does your character arrive in Knights Narrows?
Being a drunken idiot bites him in the ass, he wanders into the wastes with a bunch of other tough-guy drunk types on what amounts to a "I bet you couldn't stay out in the [horrible place] for a night!" type of dare. Butch, being cocksure and full of dumb, young, drunken bravado ends up the only one staying (spoilers: he passed out behind a rock). He ends up waking up in the middle of an irradiated desert and stumbling to the nearest thing that looks like it might have more drinks. Hi, Knight's Narrows, turns out you and your oddly non-post-apocalyptic self isn't just a weird mirage?
What will your character be bringing with them? His switchblade, a 10mm pistol, a full clip of 10mm ammunition (plus the half clip still in the gun), the clothes on his back, and his now-useless Pip-Boy 3000 (this is negotiable, however you guys want to swing this)
Character's Personality: Arrogant, bull-headed, egotistical, sarcastic, and all-in-all catty. He's the stereotype of the "bad boy." He likes to seem dangerous and rough, someone you'd better not mess with. While this worked in the Vault where he and his gang could bully whomever they wished (sometimes even under the Overseer's orders), once the Lone Wanderer's father fled the confined underground tunnels things turned upside down for the young man. He had to confront two of his greatest fears head on in the midst of the chaos, and in the time between the LW and their father's disappearance from the Vault and the power schism occurring, it's clear that while he's the same immature, stubborn punk as before, he's set at least some of his priorities straighter. Instead of antagonizing Amata as he used to, he joins her in the Rebels in the hope that he can open 101 and earn his freedom.

Despite his "tough-guy" shell, he has a fairly centered moral compass. He isn't above bullying (obviously), but he's put off by the murder of an innocent person. His type of 'fun' is juvenile and, perhaps in his eyes, harmless. Bullying, teasing, pranks. This is arguable however, in the fact that he does give the LW the option/hints to sabotage the Vault when/if they return. This is most likely because he assumes it's for the 'greater good,' and doesn't see the long term effects. It's also very possible he doesn't understand the Wasteland or how hostile it is, and assumes if the LW can make it, the rest of the Vault (or at least he and his gang) can, too.

He's also terribly naive and quite a bit less book smart than the other Vaulties, as well as awfully gullible and even perverted, making lewd remarks at any woman who makes the mistake of paying attention to him. On top of this, he seems to have acquired the same affinity toward alcohol that his mother had, considering his choice in location and his frequent complaints about being sober.

Writing Samples
Sample Log Tag: [This is my go-to sample, if you want something different I can roll with that]

The sun beat down unbearably against the black leather clinging to the punk's back. Hot. It was so unbelievably hot. He couldn't understand how it could be so hot. Not without literally being on fire. The baked sand coating the wastes did nothing to help with it, either. The way the scorching sun hit the bleached ground... It did things to his sensitive blue eyes. Waves of light bent and flickered, melting across his vision, distorting to obscure and alien shapes. Thick, writhing puddles grew and malformed to silhouettes of ghastly creatures, which in turn melted away into the air.

It certainly didn't help that he'd been regaled with tales of ugly, misshapen creatures that roam the wastelands when he stopped at Megaton, before deciding to move on to the floating Rivet City. The flaky-faced barkeep was enough to turn Butch from the open world, but when the patrons started in with stories of molerats, bloatflies, yao guai...

He was almost tempted to turn tail and slink back to the hole in the mountain he'd climbed out of.

No. If these people - If the little goody-two-shoes pipsqueak could do it - so could he. And he would thrive while doing so.

That was all the motivation he needed to keep going. Even as he scaled hills, as he cautiously stepped through the charred and shattered remains of pre-war neighborhoods, that simple competitive thought was enough to keep his head up, and high. Yeah, there were some setbacks along the way. Sure, he'd gotten a little mixed up back at the Super-Duper Mart when he ran into that group of Raiders. It wasn't like he was scared or anything. It didn't matter what those rotting shit heads thought they saw. He didn't tear ass running away from the place. He just didn't... Feel like wasting the bullets on them. And it was getting late, so he had to hurry. That's all.

None of that mattered now. Butch had long since left those assholes in the plentiful dust the Capital Wasteland had to offer. What did matter was that one of the thick, pooling hallucinations turned out to not be a hallucination at all. It gave him a pause, and he blinked a few times.

Butch was standing face-to-face with the gaping maw of the Potomac river. Waves lapped softly near his feet. The sound echoed against the barren soil, reverberating through his body, inside his very skull. Despite how much he wanted to, he couldn't tear his eyes from the sight. The way the deep, rolling river melded into the yawning sky was terrifying. He took a reflexive step backwards, away from his goal, in fear that one wrong step would suck him into the rolling blue beast.

It was a good hour he stood and gawked at the river, contemplating how he'd inevitably be swallowed whole and never heard from again. It was a good hour that gave the sun time to fall, time to darken the skies with a more intimidating fear. He faced a choice. Cross the river, or stay at the bank of the insurmountable obstacle. In the dark.

It didn't take long for him to start scampering across the rocks that created a near perfect path to the other side. To the safety of the re-purposed battleship.

To a bar.
Link to previous activity: I'd be lying if I said that Butch and Deadpool fighting WASN'T my favorite thing in the world.

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[personal profile] inthegrass - 2012-05-11 23:25 (UTC) - Expand

fiona belli ☤ haunting ground (unreserved)

[personal profile] ex_burps813 2012-05-11 08:21 am (UTC)(link)
Player Information
Name:
Allie
Age: 20
Personal Journal: [personal profile] burps
Preferred Contact:aim: ciefood
plurk: [plurk.com profile] yoink
Characters Already Played: N/A

Character Information
Character Name:
Fiona Belli.
Canon: Haunting Ground.
Canon Point: Act III; as Fiona and Hewie enter Chaos Forest, with the conditions of Ending A ("Fortes Fortuna Juvat").
Version: Vidya.
Age: 18.
Appearance:
History: ❝ Why must I kill just to keep myself alive? I hate this place. I really do. ❞

fiona belli ☤ haunting ground (2/2)

[personal profile] ex_burps813 2012-05-11 08:22 am (UTC)(link)
RP Information
How does your character arrive in Knight's Narrows?
She and Hewie will come across Knight's Arrows after stumbling around in the forest, desperate to get away from the horrors of Belli castle. 

What will your character be bringing with them? Aside from her clothes... ( Here's a key. )
  • Ruby Choker
  • Alchemist Earrings
  • Feather Boots
  • Antimony Powder (x5)
  • Magnesia (x5)
  • Lavender (x1)
  • Camomile (x1)
  • Chicken/Beef Jerky (x3)
  • Magna Esca (x1)
  • Medallion (x4)

Character's Personality:
“Fiona is very much the quiet type who masks her inner strength.” From the beginning of the game, Fiona comes off as sheltered; she's timid and shy, a very quiet, soft-spoken girl that mostly keeps to herself. That's not to say that Fiona isn't a friendly girl; it's actually quite the opposite case. Her sheltered life causes her to fall back on her manners, and she's actually quite kind by default. Take her first encounter with Daniella, for instance. Fiona wakes up to terrifying and disgusting conditions, yet when she sees the maid, she keeps her composure and politely asks where she is and how she got there. She's a bit of a bleeding heart too, especially when animals are concerned, and will go out of her way to help those in need. This is exactly what happens when she comes across Hewie tied up to a tree. With Fiona there’s a strange mixture of maturity and naivety—more often than not, she seems more mature than someone of her age, but there are times when there’s an innocence about her that can also be traced back to her sheltered upbringing. There's an underlying sweetness to her that's almost ever-present. The game manual goes as far as saying "…when she smiles, she smiles from her heart and her charm easily wins people over."

Actually, there isn't really a time in the game at all when Fiona uses anger or bitterness in a situation, despite all of the horrible things that are done to her (save the end where she calls Lorenzo a "bastard," but even then she doesn’t say it aloud). You can see this after the final fight with Daniella, where Fiona observes the maid’s corpse and has thoughts about feeling bad for her. Never mind the fact that this same maid had come after her with a giant shard of glass just moments before. There's also when Riccardo fell off the top of the Water Tower-- he staggers off of it after being attacked by Hewie, and right before he plunges off the edge, Fiona raises a hand as if she wants to help him at the last minute, obviously feeling guilty. Any other person most likely would have let him fall without hesitation, considering all that he does to her/plans to do to her (though, to be fair, this is the antagonist that shares her deceased father's face, which may be part of the reasoning for her hesitation). It's also in this that you see that Fiona's pretty hard on herself, and the idea of taking someone’s life upsets her. Even while the deaths of the stalkers seem to happen out of sheer coincidence (ie: falling off of towers, falling in lava pits, getting impaled by falling glass), Fiona considers herself a killer and hates the castle for making her resort to violence.

Nevertheless, Fiona makes up for her lacking physical prowess with her quick wit and mental agility. This is where her “inner strength” lies. Underneath her quiet exterior there is a strong-willed, fiercely determined girl. There are a number of times where this is demonstrated, such as the cutscene where she’s stuck with Debilitas in the library and makes a quick decision of slamming into a bookcase to crush and incapacitate him only after two thwarted attempts to escape. With her commentary throughout the game, it's easy to see that Fiona is well-educated and quick to catch on to key concepts. You can also see that she's quite artistic and has a keen eye for detail. It's even hinted that she's a pianist when you have her observe a piano, and she's very art-savvy when it comes to critiquing the many pieces around the castle. She doesn't like to skip over information (unless it’s abundantly clear that it won’t help her, or is written in a language she doesn’t understand), and will consciously repeat said information or state obvious facts in order to digest them. Being stranded in a giant castle where everyone is after you really doesn’t leave much room for mistakes. Regardless, her quick thinking has saved both Hewie and herself from misery quite a few times, and assisted her in both effectively hiding from and defeating those that wish to harm her.

Due to the fact that Belli castle is basically batshit, players get to see Fiona's mindset pushed to its limits. While being chased for an extended amount of time, after taking a certain amount of damage, or even by witnessing something disturbing, Fiona's panic will increase heartily. This is shown in a few ways; Fiona will start stumbling when she runs, the screen will start to desaturate and there are lapses and blurs. Once enough panic has built up, she'll go into what's called "Panic Mode". Initiated by a terror-filled scream, Fiona literally loses it-- frantically running without pause, even if that means running smack into a wall. She's extremely vulnerable in this state (if knocked to the ground in Panic Mode, there’s a 50/50 chance that one hit will do her in). This also goes to say that her time spent at the castle will have left Fiona a little traumatized and wary of people, and she'll be vehement about staying by Hewie's side, as it will serve as her only feeling of safety. At least, for a while.
Things to note:
● Hewie: The German Shepard that Fiona befriended in Belli Castle after untying him from a tree has devoted himself to protecting Fiona and will follow her commands, whether it comes to attacking or helping solve a puzzle. His direct commands that players have control over are as follows:
  • Normal Mode: Fiona can command Hewie to search and sniff around the surrounding area for any clues or hidden items, as well as call him back to her side. This also includes commanding him to sit and stay in a certain spot.
  • Battle Mode: Hewie will attack anything seen as a threat to Fiona. This includes biting enemies, mostly locking his jaw onto a hand to preoccupy and buy time for her to get out of sight and hide. Commanding him to “wait” while in Battle Mode results in a temporary boost of his attack power once he is instructed to attack again. While biting an enemy: Fiona can either urge Hewie on in order to increase the amount of time he bites an enemy, or she can call him off the attack.

Azoth: It's never explicitly explained in the game, but it is a supposed substance that is extremely rare and powerful in the realm of alchemy. It's revealed that Fiona inherited her "plentiful" Azoth from her father, who was created by Lorenzo, and it's the reason that she's preyed on by 3 out of the 4 antagonists. The substance itself apparently is capable of many things, including being converted into power by an alchemist in order to achieve immortality, and otherwise "completing" someone lacking it-- or, in Daniella's case, lacking life/humanity. It's actively shown restoring Lorenzo's youth, and granting him power. The ways of extracting it, according to the game, are not so nice and mostly result in the death of the carrier. Azoth is also said to carry its own "odor", especially when high in concentration, such as Fiona's-- there are even creatures that seek out the substance and use the scent to follow carriers, as seen with the Luminessant.

Writing Samples
Link to previous activity: From her time in Hellpointe, etc, etc.
Sample Log Tag:
( Recycled sample, if that's okay! )
He shot Hewie. He did, didn’t he…?

Fiona had known as soon as the resounding bang had pierced her ears that the situation had become that much more dire, much like the birds that fled from the surrounding trees. Hewie, the snow-white German Shepard that had come to her aid so many times before, had leapt out of her line of sight right before the blast, likely giving chase to the crazed alchemist, Riccardo, in the dense foliage of the forest… she was left to herself, with an uncomfortable, deafening silence. There was no cry, no yelp of pain that was heard, but the void was answer enough that something had happened to her companion. With a heightened sense of urgency, the young woman proceeded down the dirt path, blue eyes frantically flicking back and forth for the bright white fur that had kept her company for the past few days in the hideous castle that shared her family name. For whatever malicious reason that the man was after her, she knew the extent of which he was willing to go... whatever it was that he wanted from her, he was willing to kill for it. With the revolver he threatened her with… most likely shot Hewie with as well -- there was no doubt in Fiona’s mind that he would try and kill her, next.

With that in mind, she quickly proceeded through the various twisting paths of the wooded area, keeping a wary eye out for the hooded pursuer. If she was caught now, well… she couldn’t let that happen. At least not until she made sure that Hewie was alright. He had saved her life a handful of times by now; she owed the precious animal so much for all that he had done for her. After taking another sharp corner on the path, Fiona came in range to hear a heart-wrenching whine that jolted her forward, eyes widening.

Hewie! He was alive…!

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Thor Odinson // Marvel Cinematic Universe // Reserved

[personal profile] berserkergang 2012-05-11 02:33 pm (UTC)(link)
Player Information
Name:
Samm
Age: I am an eldritch elder monster from beyond the galaxy, and over 16.
Personal Journal: [personal profile] neveryourmask
Preferred Contact: [plurk.com profile] neveryourmask
Characters Already Played: N/A

Character Information
Character Name:
Thor Odinson
Canon: Marvel Cinematic Universe
Canon Point: After the events of Thor (2011) and before the events of The Avengers (2012).
Version: Strictly movie-verse, but with texture from mythology and comics-research.
Age: Born sometime in the 9th century CE, which puts him over 1000-years-old. This is not strange for an Aesir, and even after all this time, he still has a degree of immaturity. He appears to be in his late 20s.
Appearance: Similar to this, a bit of this, but mainly this.

History: The events of the movie and all they imply are all applicable. Both Loki-applicant and I have decided that, because there has been Thor-like and Loki-like references in pantheons across history, the characters we are apping are sort of the next generation of Aesir playing out these roles after the first's Ragnorak, starting in the 9th century and explaining why they were so young, as depicted in the film, when they already had legends on Earth about them. In general, I plan to rely on mythology in filling in the gaps that the movie doesn't provide, and comic books on a case by case sort of basis, seeing as the movie is a wildly different story than the comics.

RP Information
How does your character arrive in Knight's Narrows?
With the breaking of the Bifröst Bridge, this severely limited the Asgardians' capacity for travel through the cosmos. However, it has now been rebuilt... but it hasn't been perfected. I'm making up an event where Thor's duties as king-in-waiting demanded a trip to another realm, but he appears, instead, in the abandoned shipyard of Knight's Narrows, disoriented and unarmed.

What will your character be bringing with them? Thor will be wearing his armor, which is made of a very dense metal that is probably not found on Earth, all in the ridiculous spaceviking aesthetic.

When he arrives, he will not have his hammer, Mjölnir, which is a mystical battle hammer forged from the centre of a star and generally is used to focus and enhance his inherent abilities, which he won't have here anyway, as well as being able to shatter any substance with the exception of adamantium. It cannot be wielded by anyone that is not deemed worthy by Odin, and by the end of the movie, this is all of two known people; Odin and Thor. I'm explaining some detail here in case it should ever come up, but for now, it won't be a factor.

Character's Personality:

A sort of larger than life figure, Thor embodies a lot of the qualities Asgardians might idealise in their warriors. To speak of first impressions and shallow acquaintance, he can come across friendly, one of those almost intimidating extroverts who has no problem talking to anyone, and glowing with a veritable fount of self-confidence. This can be a very positive trait, and serves him well in the day to day, but unkind assumptions can be made. Even after being knocked down several pegs, he has a solid ego, a superior streak, and though he can be kind, he can also be cruel, sometimes by accident. He can be and often is blunt and demanding, and when it comes to complex or delicate tasks, he would rather take a direct approach, as subtle as the hammer he carries.

Thor is the kind of person to have thereabouts one emotion at a time. Anger. Joy. Sadness. These emotions are emphatic and seem to block out all other options, or are at least difficult to curb into something else. Emotionally stubborn as well as practically stubborn, Thor tends to want to do things his own way and go after exactly what he desires to have or do, and this is both an admirable quality as well as a not so admirable one, sprung from entitlement and privilege. By the start of the movie, Thor is ill-suited to be a king of anything - a warrior rather than a leader. By the end of the movie, it's still a work in progress.

But he has some strong, positive streaks too. His sense of honour, the value of keeping promises, being honest, these are things he values and things he does easily. Although very, obliviously selfish in his youth, he has become more sacrificial, putting the needs of others before his own wants, or at least, it is a behaviour he strives to have and, as flawed as the next man (or god), does not always achieve. He is also brave, although some may argue that hs bravery comes from being powerful and all around difficult to kill in that he has fun when he does battle as opposed to court real fear. However, he has demonstrated courage during his time on Earth when he was confined to a mortal body, and it's too tangled a quality to separate from obnoxious confidence. The act of breaking the Bifröst is a different sort of brave.

Fear, in the conventional sense, is a thing that Thor does not struggle with. He disdains of cowards and people who would run and hide instead of confront, and so he doesn't fear putting himself at risk, even when he doesn't have all the powers he is used to having, or when he is outnumbered. But he has other fears, probably too esoteric for him to identify easily. There is a fear of not being exactly who he pictures himself to be, of not living up to expectation, of not being able to acquire what he wants. Being trapped or rendered helpless, in any real way, is a horrifying thing that would chafe against what he's used to. He fears losing the people he loves despite his best efforts - Asgardians are long living, making death a very significant impact when it's one of his own.

Thor's arrogance is likely his biggest weakness. He will underestimate almost everyone who crosses his path, and be blind to possibilities that do not relate to strength and combative prowess, and is easily outsmarted, lied to, or manipulated. He also has a fucking temper, especially when he gets into battle mode, where it is very hard to make him stop once he starts, regardless as to whether or not he has his powers.

Writing Samples

Link to previous activity: A post-Thor AU where Thor confronts his brother on Midgard.

Your character's arrival:

Thor wakes and does not remember falling asleep-- or unconscious, as the case may be. He remembers stars morphed into streaks of light as the Bifröst sent him at a speed one can only dimly comprehend, noiseless and paralytic... and then darkness, confusion, and now, a cloudy sky and the smell of rotted wood and dead sea-life.

It's senselessly dim and Thor cannot mark the hour as he squints up at grey dome of atmosphere above him, empty hands moving to feel fingertips over the ground of broken gravel and sand, then over his armoured chest. Slowly rolling to get to his hands and knees, an odd kind of fatigue making his own garb feel heavier than he knows it to feel. Lapping water tugs and drags at the scarlet cloak curtained from his shoulders, but he ignores it, getting to his feet even as loose ground slips beneath his boots, a rough growl of irritation grumbled deep in his chest. This feeling, the bizarre weakness, the feeling of displacement, they're not new, and with a confused-bear-squint, Thor takes in his surroundings; the skeletal outlines of beached ships, tattered sails flagging in the air, saltgrass coming up through rock and sand. "Heimdall?" he bellows, twisting a look upwards, but there is no response, and the sky remains placidly bleak. "Heimdall!" Nothing, except his echo.

This was not the realm he was being sent to, and in a way, he knows what comes next - or rather, what fails to. Thor's hand goes out, broad palm open and fingers splayed, willing his weapon to appear out from the mist and smack handle-first into his grasp. When it does not, his hand retracts, touching knuckles to mouth as that stupidly familiar but all too rare sense of uncertainty weighs as heavy as armor.

But at least, this place, gives him limited options. He cannot very well stride into the ocean without consequence. After casting one last baleful look up towards the sky, Thor Odinson makes his journey inland.
Edited 2012-05-11 14:35 (UTC)

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Loki // Marvel Cinematic Universe // Reserved

[personal profile] forbastards 2012-05-11 05:07 pm (UTC)(link)
Player Information
Name:
Takhys
Age: Well over 16. I am ancient beyond reckoning.
Personal Journal: [personal profile] takhys
Preferred Contact: [plurk.com profile] antimeria or takhys on AIM
Characters Already Played: n/a

Character Information
Character Name:
Loki Laufeyjarsson, Loki Liesmith, "the other brother", god of lies, god of mischief.
Canon: Marvel Cinematic Universe -- Thor (2011) with mythology and Marvel comics to fill in the gaps.
Canon Point: Loki will arrive in game some time after he's fallen from the Bifrost bridge and had some time to think about what he ought to be doing with himself. This added time while falling through time and space will help calm him down, centre him, and make him considerably easier to play. However, as he's a lying liar that lies, if asked, he'll swear that he's come from a point before visiting Jötunheim.
Version: Marvel Cinematic Universe. Samm (Thor'mun) and I spoke before applying and we've agreed that the mythological gods we all know and love are Aesir V1.0 and that following their version of Ragnarok, the Marvelverse characters (Aesir 2.0) sprang into being. This explains how there can be historical references to Thor and Loki in the first and second centuries CE when the events of the film don't happen until the 9th century CE. That all said, the movie is only two hours long and while there's an abundance (maybe an over abundance) of Marvel comics canon, I'm not overly familiar with the comics and will mostly be supplementing gaps in history and world-building knowledge with mythological info adapted to suit movie canon.
Age: Just under 1000 years.
Appearance: Surely, he is a friendly fellow.
Nothing I link to will be helpful.
History: Wikipedia has a pretty good summary of the main events of his canon.

RP Information
How does your character arrive in Knight's Narrows?
After falling through time and space for an indeterminate amount of time, he'll hit ground somewhere on the outskirts of town and walk in.

What will your character be bringing with them? The ridiculous spaceviking clothes on his back and a collection of small, throwing daggers.

Character's Personality: A little over one thousand years ago, Odin, the Allfather and king of Asgard went into battle against the Jötun (frost giants) and was victorious in battle. In the heart of their capital, he found the son of their leader -- a child small enough that he could pass for one born in Asgard -- and either for reasons of pity or good politics, he took the child to be raised alongside his own son.

The child, Loki, was not told of his heritage and was brought up with his brother Thor as a prince of Asgard. While both were raised in the same household and, at least nominally, given the same opportunities, Thor exemplified the traits Asgardians value, -- honour and physical prowess -- while Loki's own talents lay in creativity, adaptability, and intellect. In many ways, the two brothers have complimentary sets of skills: where Thor is forthright to the point of being unaware (or possibly unconcerned) with the emotional concerns of those around him, Loki is adept at reading subtle emotional cues and using those nuances to manipulate others. Mindful that he would never be able to win acceptance on the basis of his fighting skills, Loki cultivated 'soft skills' that paradoxically served both to provide him some of that recognition he desperately craved while distancing him from the other Asgardians. I think that it's reasonable to assume that from a young age Loki was acutely aware of his social standing.

The power of speech and intellect is a strong theme that runs through much of what Loki does. Just as he is able to affect the world around him through the use of incantations and sorcery, he is also able to shape reality through more mundane means -- e.g. if Thor wanted to move a boulder, he'd hit it, while Loki would sweet talk Thor into moving it for him. He has no problem lying, but prefers using half-truths or carefully worded, but technically true, responses to get the same results.

As he grew older and more aware of how he was different from others in Asgard, a central feature of Loki's personality became his attention to appearances and maintaining a strong separation between his public and private personas. While Loki did not withdraw from society on the whole, something Odin would never allow, he began to close off his real feelings and thoughts from those around him. One way this manifested was that his rooms in Asgard would appear empty of all personal effects, almost sterile. After all, it's much harder to tease him for reading too much if there's no books in sight. At his worst, he can be jealous, moody, withdrawn, vindictive, selfish, and all of this at the expense of others.

Approaching the main events of his canon, the feeling that he is different and that there is something fundamentally wrong with him has increased. The generally harmless pranks he's played for hundreds of years are still amusing to those around them and while he was occasionally rebuked for his actions, he'd begun to think that his opinion wasn't appreciated. When Odin declared that Thor was ready to ascend to the throne of Asgard, Loki put aside his usual preference for words and chose to act in a way that he felt would highlight his brother's immaturity. Much like many of Loki's early pranks, this plan worked in the short term but paved the way for unintended consequences such as Thor's banishment and Odin revealing Loki's true identity and then falling into the convenient plot device Odinsleep.

Following the disclosure of his heritage, Loki's driving emotions became anger, jealousy, and a need to prove his worth; ironically, he begins acting in the manner he was so concerned Thor would do if elevated to kingship. Loki betrays his brother and risks the safety of all nine worlds in order to lure the leader of the Jötun out into the open where he could kill his birth-parent and destroy the whole of Jötunheim. In the film, Loki states that he did this to prove he could keep Asgard safe by destroying her enemies but I believe that there's also a strong case to be made that a part of his decision is rooted in self-hatred. Unsurprisingly, this doesn't end well for him and results in a fall from the Bifrost (a techno-magical bridge between worlds) into the nothingness between planets.

Before he chose to fall from the Bifrost, Loki was aware that Thor had come into power and reversed much of the damaged he'd caused, which will make him considerably more cynical and circumspect -- yes, he engineered a great and intricate scheme, but nothing actually changed. Odin is still king (as he would've been if the plan worked), Thor is the favoured son, and Asgard continues on as it did before without his disruptive influence.
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Loki // Marvel Cinematic Universe // Reserved

[personal profile] forbastards 2012-05-11 05:08 pm (UTC)(link)
Writing Samples
Sample Journal Entry: [N.B. It's a bit more soliloquy than journal entry, but I hope it'll do.]

Now, I am alone.

At last, no longer fettered by empty convention which served naught but to hobble my will and needs; yet, this fresh liberty has been hard won. I am fallen.

Fallen. That word, that concept, it binds my being, and constrains me in my current base form. Fallen from kingship, from Asgard, from being Aesir itself, and thrust into some new realm.

I do not wish to think it, but unbidden images curl up and pierce my mind: what do they say of me in Asgard? Has Odin Glapsviðr, Swift in Deceit, coated my actions with honey'd tongue and smoothed over all that I did or might have done? Or am I painted a plain-dealing villain? Once the cuckoo of the realm, now am exposed for my monstrous nature? Do they still laugh over me? How long before the memory of my reign fades? Soon enough, I'd wager. Given precious little time, I will be but a prop: a ghost story for children, a reason for Volstagg's feast, or a foil for Fandral's sword to find a warm nest. And what of my dearest, golden brother? Does he feel my loss as keenly as his own thoughtless ways cut me to the quick? No, I should think not.

O, Sister-Fates, crowd 'round the Well of Urðr and harken to my words, I would carve them into the bark of Yggdrasil and unto the flesh of all who would dare oppose me: I shall not be unmade. To fall is not an end. This tumble does not bring about the Twilight of the Gods; not directly, not yet. I, who still contain starstuff commingled through my hair, shall endure and through my forbearance bring about unstaunched and glorious triumph.

Link to previous activity: Thor would've called it kindness that prompted Loki's combat tutor to suggest the slight Aes attempt battle magic, but he knew better. From a young age, Loki could recognize the cloying stink of pity. Still, perhaps there was something to the offer and Loki was willing to swallow his pride and accept the practical benefits of having afternoons deep in the library and far away from further painful and embarrassing weapons training.

Days passed and he'd had a modicum of success with the most basic spells for speed and agility, but it wasn't enough to really make a difference against other warriors. The only true change that Loki saw was that the teasing from his brother and the Warriors Three increased. Being chastized that blowing the dust off some old hidebound tome wouldn't blind an attacker served to spur him onwards in his pursuit of knowledge. Loki sought out others with talent, exhausting teachers and private libraries until, at least, he came to the great, curling gateway made of dog's bones that blocked the path to Mývatn, the home of Vör.

Vör, a reclusive and feared witch of Asgard, warned him that she could train him but that the cost would be high: even as the son of Odin himself, he would always be mocked for preferring magic to honest battle. Loki could have laughed aside her concerns and told the witch that it was already too late for that, but knowing his place, he took his time and appeared to mull over her words. Pleased by the appearance of consideration, she smiled and lead him into her study, telling Loki that it's only the rarest of his people that can control the powers of true sorcery -- most Asgardians are too hot-blooded and quick tempered to learn real magic, but that she had faith Loki might be able to overcome his nature and acquire power by patience and skill.

Weeks bled into months, as Loki learned patience co-mingled with temperance, until one night, in the earliest hours of the morning, bright, fluttering green fire blossomed open on his palm and dripped onto the floor where it hissed and spat like acid.

[*]

When Odin learned that his son had apprenticed himself to Vör, known for her gift of seeing through all illusions, he did not feel fear but could hear a change in the way Hugin and Munin called to each other. At the very root of Yggdrasil, standing around the Well of Fate, the Norns laughed and saw how the threads of destiny intertwined and the ways in which the universe was becoming.

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Castiel | Supernatural | Reserved

[personal profile] gained_a_level 2012-05-12 04:00 am (UTC)(link)
Player Information
Name:
GJ
Age: Over 18
Personal Journal: [personal profile] gjbreakingithero
Preferred Contact: AIM/Plurk: gjbreakingithero
Characters Already Played: N/A

Character Information
Character Name:
Castiel
Canon: Supernatural
Canon Point: 6x15
Version: live action TV series
Age: Unknown, has been alive long enough to witness the creation of earth. His vessel appears to be mid-thirties.
Appearance: 1, 2, 3, 4
History: This is a concise history of Castiel by season of his appearance.

RP Information
How does your character arrive in Knight's Narrows?


Cas, it's Sam -- Listen, we've found something big. Really big. Like Ark of the Covenent big -- and I swear, I'm not shitting you this time. ...We could really use your help on this one, Dean too.

That message, followed by a brief description of where he was to meet the Winchesters, was all there was to the message before the Voice returned and asked him a series of questions. The angel opted to follow her emotionally dead and politely neutral instructions to press '7' and preserve the message for two weeks.

Castiel hung up the phone and closed his eyes. Stretching his wings for flight would serve as a painfully inadequate metaphor, but the end result would be the same.

Opening them again revealed that he was standing in a thick, clinging fog that lay low against the ground, coiling around his ankles like ethereal, ghostly serpents. Before him rose the Cathedral, drenched and slick from the wet air that hung over this place, giving its walls the kind of pallor not unlike to that of a man sick with fever.

Castiel's frown deepened at the sight of the corrupted place of worship, eyes widening when the whispers began to close in on him in the dark.

What will your character be bringing with them? Other than his attire (white dress shirt, black suit, blue necktie, boxer briefs, white undershirt, socks, boots and a beige overcoat), he has his angelic blade, his cellphone, Jimmy's wedding band (tucked into his breast pocket -- headcanon, btw) and nothing else.

Character's Personality: Castiel is an Angel of the Lord. Among the Host of Heaven, he is a warrior of God, a captain of the Garrison... executing the will of their Father through the upper management -- the Archangels -- with unquestioning loyalty and dedication. When God commanded him to carry a message, he did so. When He ordered the destruction of a settlement, Castiel carried this out personally as an avenging angel sending a very different kind of message. Castiel was a good, obedient soldier.

...That is, until he met Dean Winchester. But let's not get too far ahead of ourselves.

Castiel is a man of subtleties. When he is first encountered in the series, his mannerisms and speech were stoic, oddly serene and practically alien. As time goes on and he spends more time with his 'charge', he gradually begins to show more emotion, the depth and range of his expressions expanding greatly, but only in subtle shifts of tone and expression. In a way, the slightest lean of his head and a hesitant reply becomes as obvious to read as a sign saying, "I'm not sure I follow you." Castiel would open his mouth and speak the blunt, honest truth -- no matter the consequences. It was out of deep respect and love for his Father that he admired mankind, despite their flaws, simply because God chose them to rule the earth. But after spending time with humans on earth, his admiration for his Father's "works of art" had become more empathetic.

He began to feel attachment, to forge strong bonds of companionship and friendship. Where his relationships were previously purely of a professional nature, one of superiors who acted as leaders and those who followed their orders, he had begun to sympathize with their pain. He would grieve (in his own way) when those closest to him did. He would offer a little smile when his friend laughed. He'd rest a hand on his shoulder in comfort when Dean seemed lost in despair. Despite the concerns that he'd grown too close to the humans he protected, and despite the fact that angels were not supposed to feel such strong emotions and ties with mankind, he began to learn how.

But that doesn't mean he was particularly good at it, either. Castiel is often at a loss as to how to properly behave in an emotionally charged situation. While he can comfort, it is limited -- He fails to lie to spare someone's feelings, only to fumble through an attempt far too late to be at all effective.

Castiel was one of the remaining angels directly involved in the lives of the Winchesters who still had faith that their Father had not abandoned them, seeking him out when all seemed lost and going at any length to find him to ask him to fight Lucifer. All of this to save Dean from the extraordinarily heavy burden on his shoulders as the 'Sword of Michael', or the Archangel Michael's vessel and to save the world from being burned to a cinder by Lucifer, knowing that it would mean pitting brother against brother.

Although eventually, he fell into despair and lost faith in God when his request for aid was refused as essentially 'not his problem', he went on a 'bender', turning to drink to drown away his frustration and feelings of betrayal and abandonment. It must have been the very thing that had caused so many of the other angels to despair and lose their way, resorting to bringing out the Apocalypse just because they were tired of caring for the world without God’s help.

Orders. Goals. He worked best under such conditions. Given a path and his renewed faith, he felt his resolve strengthen, giving him renewed confidence and patience. But with free will, Castiel became directionless... overconfident... his arrogance and hubris leading him down a ruinous path in his misguided efforts to defeat Raphael at any cost in order to save the world -- and his friends -- from a second Apocalypse.

Writing Samples

Third Person:

Castiel had entered the ruined structure without question, seeking out his friend simply because he had asked, and the urgent tone in which the request was delivered gave him reason to feel... concerned. They'd been through much together, he and the hunter. It wouldn't do to abandon him in his time of need now.

Each scrape and stomp of his footsteps echoed as the angel picked his way through the dusty, abandoned ruin of a long-forgotten shelter littered with broken skeletons of rotting, wooden furniture and crumbling brick. Each step disturbed layers of dust, clouds of aged, powdered mortar snaking around his ankles, moonlight filtering through shattered and filthy windows to illuminate every particle suspended in the air.

He listened to the silence that hung in the air for a while, the only sign of life being the way his blue eyes scanned the room, his form rigid and still in the darkness.

"Dean?" Castiel asked into the empty halls. This was the spot, wasn't it? The 'rendezvous point' the hunter had requested? He wasn't able to sense his presence, not by the usual means at least -- those sigils he'd carved into his rib cage worked rather effectively to obfuscate him from even his detection, forcing him to seek Dean out by more traditional means (using his eyes) or ask using more of the modern (using a cell phone).

But there was just one problem. That other presence here? Not Dean. Something else. This was a fact confirmed by the absence of a tone or that muted pulsing hum of a phone on vibrate when Castiel depressed the 'redial' button.

Castiel turned sharply, alarm etching itself in creases around his eyes as he focused into the darkness, squinting to pick out the form nearly indistinct from the shadow it stood in. The angelic blade slipped from his sleeve, his fingers grasping the hilt easily enough.

"Show yourself."

Your character's arrival: See above for his arrival!
Edited 2012-05-12 04:02 (UTC)
outofthemud: (Default)

Yuu Kanda | D.Gray-Man | Reserved | 1/2

[personal profile] outofthemud 2012-05-12 06:51 pm (UTC)(link)
Player Information
Name:
Athuria
Age: 19
Personal Journal: [personal profile] deathcard
Preferred Contact: regeneratives @ aim | [plurk.com profile] Athuria
Characters Already Played: N/A

Character Information
Character Name:
Yuu Kanda
Canon: D.Gray-Man
Canon Point: Chapter 211
Version: Manga
Age: 19
Appearance: Here
History: Here

RP Information
How does your character arrive in Knight's Narrows?
While running through the streets of the port he was in on a chase for Allen Walker he'll have taken a turn down a dark alley and ended up on the path to Knight's Narrows on the other side.

What will your character be bringing with them? The clothes on his back (full uniform and overcoat), his sword, his golem, and basic first aid supplies in the pouch on his belt.

Character's Personality: Kanda has been living at the Order and fighting in the war for as long as he's been alive. All he knows is battle, and it shows. He not only has the lowest IQ of our main four, but he also has a measly 2/5 in the education department. Not that he's a complete idiot, he can have common sense when it comes to the things he's actually good at, but he's no learner. He has difficulty understanding other people, and his skills fall towards the physical. Even then, the only things he's stated to do are meditate (less of a stimulating activity and more of a calming one), garden (to which we are unaware of how good he actually is at it), make soba (see last parenthesis note) and do his job. Which is fighting. This hardly seems to concern him. He's also not religious, caring as little about God and holiness and sin and the afterlife as he does the war itself. His dislikes are often put as "too many to list" but some have been specified, such as crowds or people who can't keep their promises.

To most people, Kanda is seen as a rude, careless, temperamental, intolerable, childish asshole. He's got a short fuse, poor social skills, a general apathy towards people, grating arrogance, stubborn behavior, violent tendencies, and a sour disposition that makes the majority of people prefer to steer clear of him. And they're not entirely off the mark-- it's just that most people don't see anything but a handful of his traits (and he much prefers it that way). There's also to Kanda a sense of loyalty and dedication, of hurt and vulnerability, of underdevelopment, of drive, and even of love.

Generally, Kanda's default behavior is aloof and apathetic with a nice peppering of grumpy. He's careless towards people and isn't concerned with reigning in his often rude and tactless behavior, not bothered with upsetting other people that he doesn't know or care about. He's cold and distant, he's unsociable with a pessimistic view on life and a leaning towards very sour behavior. While not naturally angry, he is volatile and has an exaggerated temper that's quick and easy to set off and often ends in childish screaming and retorting and even violence. He's stuck in his ways and while aware that other people don't care for his behavior, he doesn't care enough to bother changing it. They can like it or leave it.

This part of Kanda is a sort of half-mask for him. It's genuine behavior, not something he's faking for the sake of saving face. But it's usually the only part of him he lets out in the open. It's a defense, a barrier so that he can keep the world at a distance and they can't come in and hurt him any more than he already has been.

Despite his tactless behavior, he also actually can be polite and cooperative when he needs to be. Much as he'd rather just not deal with people, he can say thanks and keep his attitude in check. Most often this seems to be on missions, and probably makes it easier to deal with people in as short of a manner as possible anyway, so it's still self serving. Authority is something else he can actually treat with respect when they deserve it or because he has to.

He's also proud. Very proud. This can only make his stubbornness worse, because like hell if it means he'll allow it to be wounded. His arrogance is most seem in the battlefield, but it swells whenever things go his way. And if they don't, he'll fight back just to keep himself from being made a fool of. He'll take his respect and his skill, and he'll rub it in your face, too. It's perhaps his reality that makes him strive so much to be better than others, and to keep them below him simply based on the fact that he's stronger, faster, and chosen for what many of them were not. He's meant for fighting, through and through, and he can't bring himself to be inferior at the one thing that actually makes him worth something, that isn't as expendable.

Kanda has a stubborn streak to a fault, and coupled with that an intense sense of drive and loyalty. He refuses to stand down when in battle to the point of recklessness, suffering fatal injury after fatal injury and wearing down the time he has left to live with his mostly nonstrategic fighting, using his regeneration as a crutch. He's dedicated to doing his job and doing it well, even when he doesn't actually care about the war he's fighting, or even the organization he's fighting for. Nine years where he could have defected and abandoned his Innocence and his job at any time, and he hasn't. He's a solider, one of few selected to save the world, and damned if he isn't going to do it. Damned if he won't do it while still working for the Order. He throws himself into battle against a level 4 Akuma even without his Innocence to save their Supervisor from certain death. Dangerous, possibly deadly, yes, but he'll defend and stick to the higher authority, even if he doesn't like it. It helps he's not exactly much of an individual thinker, falling into a subordinate roll despite his strength and strong will. He also has a stubborn denial of things that don't fit into his worldview. Despite recognizing Alma for who he was, actually alive when he figured him dead, he insists he has no idea who they are and continually asks to be told such. The more they explain who he really is, though, the more upset and angry Kanda gets, frustrated with the difficulty to continue to pretend that things are exactly as they are. He refuses to acknowledge fallacies in his own viewpoints and lifestyle if he can help it. He doesn't deal well with change.

He has a strong drive to do his job. He doesn't like it, but he's aware that he's basically a human weapon, a tool for the Order to use even when his service should have been over. But an even stronger drive to complete his personal goal. "That Person" (Alma), a woman from his past life, whom he can seemingly remember nothing about. Finding her so that he can keep his promise is the only reason he has continued living through his miserable existence, and chose to murder his best friend over allowing them to die as they were meant to. He's determined to take her to the blooming lotus field before he even dares think about dying. He has intense determination in fulfilling this single life goal that he's set for himself. He even keeps a lotus in an hourglass in his room as a memento of his goal. He said he'd take her before the last petal fell, so what better way to track that than an actual lotus flower to remind him? Along with that, he's very strong about keeping promises. Allen manages to infuriate him by nearly failing to keep one of his own on his first mission. He's fighting tooth and nail to live to keep one of his own. No matter what the probability is, if it's been promised, it should be fulfilled.

He is also a hypocrite. He's quick to tell people he doesn't care about them, doesn't care if they die, doesn't care about anything but his job. And the very next mission, he's taking the deadly bullets or defending their ass before they're ash and clothing. Does he means he liked them? Not necessarily, but it does mean he understands comradeship. He may act like finders are inferior or other Exorcists lives don't matter, but he knows that they're on the same side and so he'll defend them regardless of what he thinks. He has an arrogant streak and a dominance over other characters, and yet he's resigned himself to be used like a weapon for the Order, following his missions through without failure despite the way he's been treated by Central.

His whole personality and mindset really suffers from underdevelopment, really. Having only nine years of world experience and all the lack of emotional development from being in a war setting that whole time does that to you. He has an inability to handle most social interaction properly, is severely lacking in the skill of tact, and generally doesn't give a damn about most things. He doesn't handle his own emotions well and keep things unhealthily bottled up, because he can't bring himself to let anything out into the open. He's rather self-destructive in his actions, careless on the battlefield and allowing himself to hide his weakness rather than confront it. He even shuts down his thinking completely in his latest fight with Alma, just acting on total (insane) instinct because he doesn't want to face all the emotional pain. He's bitter about life, and about being hurt more than he already has been. It's actually resulted in a strong emotional vulnerability in him, something most characters don't catch in his domineering and unsavory behavior. He tries to reign his feelings in and remain indifferent, but they slip easily. He claims not to care about the Order and what it does, but when Bak just brings up the project Kanda's expression changes from irritated to genuinely upset. Like, sad upset. Like kicked puppy upset. His anger is also something that slips through, it's just something he doesn't have as much of a problem expressing. Kanda's emotional buttons are easy to push and make him writhe inside, and he can't handle that kind of pain as easily at the physical attacks he can blow off like they're nothing.

Kanda's view of himself is a bit different compared to his actual behavior. Despite his pride, he regards himself as little more than a tool. He doesn't consider his life to have a lot of worth to it, and lives for the sake of others rather than himself (really, he lives for the sake of That Person. He's fulfilling his promise for her, not for himself). Despite the fake body he's in, he does regard himself as human. He makes no distinction between his past and second lives and considers all of them as himself. He doesn't think he's a good person, or that his behavior is or needs to be justified. It's just how he is, and he's not introspective enough to look beyond the surface value of it. He's apathetic about his own life except for living to keep his promise, throwing it around carelessly often to save the lives of other people instead of himself.

Despite all of the negative traits he portrays, Kanda actually does have a few close friends, people he genuinely cares about (to date, known to be Lenalee, Komui, Marie, Daisya. Alma is a special case as he was only a friend back in his childhood). And there is a noticeable difference in the way he treats them compared to everyone else. He's calmer, more civil, more agreeable, and even a little more open. He holds them with more respect and doesn't treat them as indifferently as finder #128 or the girl on the street who's busy ogling him. He doesn't treat them with contempt like the members of Central or the Noah. He's not touchy-feely or very open with his attachment, and he's still rough around the edges with them, but for the most part he treats them well enough. He doesn't have a reason to pretend to hate someone he doesn't actually hate, nor does he hide it, though even they can set off his temper and end up on the receiving end of his attitude. He lets Lenalee come to him for comfort when Leverrier's around, he's clearly upset by Daisya's death, and even Allen and Miranda notice a difference in the more open, less antagonistic way he talks to Didi about Zhu.
outofthemud: (Default)

Yuu Kanda | D.Gray-Man | Reserved | 2/2

[personal profile] outofthemud 2012-05-12 06:51 pm (UTC)(link)
The events of the Alma Arc did a wonder for Kanda's state of mind. He's had a burden he's been carrying for years finally lifted, and experienced a separation from the organization he hates more than the enemy itself. He's finally free of everything that had been weighing him down and holding him in place, and he's aware of it. He's much more "does what he wants" because he's in a position where he feels he can make decisions for himself--he has the resolve to resynchronize with Mugen because it's his choice to be an Exorcist, and not anybody else's. Because the Order is not the end-all-be-all to that side of the war, and although he hasn't forgiven them (or the upper agency, at least) for using Alma like they did (again), he can still work with them as long as it's convenient to continue fighting against the Akuma (as he has a heightened level of bitterness and awareness of their dangers after they used Alma in Order to get at Allen/the 14th).

While Kanda will always be a little grumpy with a short temper, he's in a much better place mentally. He's able to smile more freely without guilt and duty he didn't want holding him back, now that he can be his own person. He's a little more open, emotionally, more comfortable with people that, although he cared about, he still held up walls against.

And he knows his time is limited, so he wants to deal with this one, last little regret (awakening the 14th and putting Allen in the position he did) before he dies. Not that he'll just roll over so easily when he has a war to fight, but he's anticipating it. He's never properly known exactly how much of his life he was using and how much he had left, so while he lives he does it with the expectation that he could die at any moment because his body is now mostly normal or because he's simply used up all his time. It's a morose thought even for him, but he's come to accept it.

Writing Samples

Sample Log Tag: Kanda did up the last of the buttons on his uniform and adjusted the belt at his waist. He rolled his shoulders in adjustment to the fabric, looking himself over in the mirror. He had to admit, for all his previous bitterness, that he really was most comfortable like this. Dressed up for duty and battle, and it was a kind of nice feeling to be back in it after three months (getting a bath was just as appreciated--he kind of underestimated the grime on him). It was just too bad he didn't have a tassel ready with the spare uniform, but a hairband would have to do for now.

He gave his sleeve a quick, meaningless tug. A pause, before he pressed his thumb to his wrist and ran it up the inside of his arm until he got to the cross-shaped marks. He could just barely feel the scar through the fabric--and he glanced up to the dark red sword leaning by him against the wall.

A slight quirk up of his lips. He wondered what Beansprout would think to see him with that after helping him get Alma out of here without it (but that had always been for Alma's sake)--and after what he had to see of his memories. He probably wouldn't get it. But Kanda didn't expect him to, nor would he likely try to explain it--he had nobody to answer to but himself now (Order authority only extended to his job, after all). It was... liberating.

And even Mugen feels a little lighter as he picks it up and slings it over his shoulder, turning to walk back out of the room into the hall. And he had impeccable timing as he left, catching up Marie and Lenalee just in time to overhear their conversation. Something about Johnny and... Beansprout?

... He did owe the kid. A quick adjustment of his sword before closing the rest of the distance to them (and then halting their conversation short to greet him accordingly). He nods his head once in return. "Hey. What were you just talking about?"

Link to previous activity: Here

Re: ACCEPTED

[personal profile] outofthemud - 2012-05-13 18:16 (UTC) - Expand
emptysword: (Default)

Shirou Emiya | Fate/Stay Night | Reserved

[personal profile] emptysword 2012-05-14 05:02 am (UTC)(link)
Player Information
Name:
Eq
Age: 20
Personal Journal: [personal profile] dreamofpast
Preferred Contact:
AIM: equilibratum
[plurk.com profile] impulsives
Characters Already Played: N/A

Character Information
Character Name:
Shirou Emiya
Canon: Fate/Stay Night
Canon Point: Post Fate-route
Version: Visual Novel
Age: 16-17, the game doesn't point it out clearly.
Appearance: Here!
History: Here.

RP Information
How does your character arrive in Knight's Narrows?
By walking right into it while going to school.
What will your character be bringing with them? None, just the clothes on him.
Character's Personality:
To start with, bear in mind that Shirou Emiya is a 16- year old teenager, and thus, prone to doing anythings a teenager does at that age. Now, add an almost suicidal tendency to protect everyone he meets, alongside a broken sense of self from a past incident, and you'll pretty much get Shirou's base character. While he is easy to get along with, mostly everyone might get annoyed at how he is pretty much someone who does whatever he can to help people, which includes sacrificing his own life without thinking twice.

The reason for his current self was simple: The Great Fuyuki Fire. Being one of the survivors of the incident, Shirou's child self was broken by the sight of dead bodies around him, so in a sense, you could say that the fire killed the person Shirou used to be. It was not until a man saved him that his old self was reborn into Shirou Emiya, a male who wished to be a hero, to emulate and walk through the same path the the man walked on, saving everyone he meets along the way.

As a teenager, Shirou is definitely a social person, who can befriend practically anyone he meets, which is displayed by his... strained friendship with Shinji Matou, who is basically the jock of the school. Not only that, Shirou will always attempt to do something to be of help to his friends, be it something as mundane as fixing things, to even more elaborate things such as setting up a neighboring class' stall during a school festival of some sort. Naturally accusations of being too exploitable are abound which is not surprising considering his habits.

To explore this even further, his desire to save people leads him to do what any protagonist does when any of his friends are in any form of danger: Jump into it. He had done this so many times over the course of his story that people called him out on being dangerously selfless to the point it does him more harm than good. Again, this all started from the fire he survived, which, in addition to killing his child self, caused him to have a survivor guilt over all the lives lost during that very same event, and thus, saw fit to devote his life in following part of Kiritsugu's path in order to save everyone.

Writing Samples
Sample Journal Entry:
Hey, guys.

[He had been thinking about this for a while already, and this is the perfect timing for it!]

...What do you do when your... uh.

[To be honest, what is she to him right now? She's... really different from the person he knew back home.]

Girlfriend is not really the way you remembered when you left her?

Link to previous activity: Here!
Edited 2012-05-14 05:03 (UTC)
neverlistens: (behind every great man is a woman)

Elena Fisher // Uncharted // no reserve

[personal profile] neverlistens 2012-05-15 02:13 am (UTC)(link)
Player Information
Name:
Varis
Age: 26.
Personal Journal: zombieproof
Preferred Contact: plurk : [plurk.com profile] humanspectre or email: unknowngoddess[at]gmail.com
Characters Already Played:

Character Information
Character Name:
Elena Fisher
Canon: Uncharted
Canon Point: post UC3
Version: vidya
Age: 32
Appearance: http://images.wikia.com/uncharted/images/6/63/Elena.jpg
History: http://uncharted.wikia.com/wiki/Elena_Fisher

RP Information
How does your character arrive in Knight's Narrows?
Elena had an assignment she was working on when Nate got his tip on Knight's Narrows. Once she didn't hear from him, though, she wrapped early and headed to sniff her husband out.

What will your character be bringing with them? backpack with a couple change of clothes, basic medical supplies (because she assumes Nate got his ass hurt), a 35mm camera, her blackberry, and 9mm handgun with 2 13 round clips.
Character's Personality: Elena is a wilful, independent woman. In her youth she was a risk-taker, which is what landed her her own popular TV show, though through the years her ideas of what risks are worth taking were tempered when the lives of the people she cared for were in peril. Elena has always had a great deal of compassion for those around her, even attempting to reach out to Flynn when he was left to die by Lazarevic. The gesture almost got her killed, but she wouldn't have been the person she is if she hadn't at least tried to help him. She's very capable of forgiveness, but she can also be ruthlessly stubborn and cool towards people who have wronged her, or straight up villains. Nate more than once has gotten on her bad side, from trying to leave her behind when they first met, to him walking out on their marriage. Her relationship with her estranged husband is strained, at best, though she does still love him very much. That love just happens to come out in acerbic quips and angry belittlement of his life choices.

She's always been a very driven woman, and while she has her reservations about Nate's choice to willingly throw himself into such great danger that his ancestor obviously risked himself to cover up, she's also been known to do crazy things to help out where she can, or to get a story where no one else has been able to go. Her passion for history and the mysteries of the past are what made her a valuable asset when she became a foreign correspondent for the TV channel she worked for, and her knowledge of several different languages made it easier for her to get access to people and places that some other reporters would find challenging. She also has a kind of enthusiasm for her work which grants her confidence in spades, which goes a long way when treading in untested waters.

Candidly, when she's not pursuing a story or arguing with someone, she's a witty woman, full of good humor and sarcasm. She's playful with the people around her, and one of the reasons her show was such a success was because she's just fun to watch interact with others. She's good at wrapping herself in her humor, using it as armor when she's worried or scared or upset. It usually only cracks in the worst of times, when she'll lash out physically, or verbally. Usually at Nate.

Writing Samples
CHOOSE TWO:

Sample Log Tag: "No, Sully. Absolutely not!" Elena Fisher usually didn't mind being woken up by calls from Victor Sullivan. Normally, the status updates and little chats were what kept her grounded to her life back in America. Living the life of an international news correspondent could be difficult, and Yemen had been particularly stressful some days. This call, though. This call she didn't like. Because this call was Sully trying as nicely as he could to drag Elena into another one of Nate's ridiculous ventures.

"C'mon sweetheart, just hear me out-" Sully's voice was cordial over the phone, and she could almost picture him waving a cigar around, the look on his face nothing but sympathy. It just irritated her more that he felt sorry for her, but was still going along with whatever Nate was up to. She made a huffing noise, padding over to her computer and collapsing into the seat in front of it.

"Fine. Talk." She leaned forward, tapping a few keys and waking the computer from it's sleep, pulling up the overnight news bulletins and scanning them for anything important while Sully filled her in on how they'd tracked some important thing from Francis Drake's research to Yemen, and how they needed a speedy way in because it was a time sensitive project. She noted how carefully vague he was being, making it sound like no big thing, just something they wanted to get done quickly so they could get out of her hair. She narrowed her eyes a little at that, but didn't say anything beyond a few verbal affirmatives. She knew Sully knew that she suspected him of not telling her everything, but she wasn't going to get it out of him over the phone.

After letting him spin his wheels a few more minutes, she sighed, shaking her head.

"All right. I'll get you guys a couple news passes. E-mail me photocopies of your passports so I can get them properly authorized." Once she'd hung up with Sully, she sighed and leaned back in her chair, pinching the bridge of her nose and closing her eyes for a long moment. This was going to come back and bite her in the ass, she just knew it.

"Oh well," she muttered to herself, lowering her hands and looking back at the computer screen, not really seeing it. She absently twisted the ring on her left ring finger around, before glancing down at it and frowning, like she'd just noticed it was there. "Here we go again."

Link to previous activity: Using the same link as Sirea, because I'm a lazy fuck
birdhousesoul: (Default)

Anders | Dragon Age | reserved

[personal profile] birdhousesoul 2012-05-15 05:32 pm (UTC)(link)
Player Information
Name:
Gazebo
Age: over 21
Personal Journal: [personal profile] violentgazebo
Preferred Contact: [plurk.com profile] violentgazebo or just PM [personal profile] birdhousesoul
Characters Already Played: none

Character Information
Character Name:
Anders
Canon: Dragon Age (Awakening and DA2
Canon Point: The entirety of DA2 has taken place.
Version: Video game (the Dragon Age franchise has some tie-in novels, a movie, & a comic book, but Anders appears in none of these)
Age: early thirties
Appearance: Human male, tallish and rangy, a brown-eyed blond. Anders used to be into some daring fashions. Starting in act 3 of DA2, however, he entered a goth phase that has yet to end.
birdhousesoul: (Default)

[personal profile] birdhousesoul 2012-05-15 06:14 pm (UTC)(link)
History:
In Thedas, mage isn't a career path, it's an epithet. If you're born with the capacity to use magic, you're a mage, no matter what kind of training you receive or how judiciously you wield your power, and you are considered to be morally compromised under the religious tenets of the Chantry. Therefore you need to be kept under watch and guard for the remainder of your natural life. Templars are your nursemaids, guardians, and jailors. Your legal status is something between criminally insane and mentally disabled. And this is considered to be a humane improvement.

After all, it's protective confinement. Within the arms of the Chantry, in the Circle of Magi, you're taught to use your powers without hurting yourself or others (for the good of the city-state or the kingdom, of course). You're fed and sheltered and clothed. The church acts in loco parentis, having taken you away from your own parents at whatever age they found you (assuming your parents didn't just give you up as soon as they discovered you could use magic). Within the Chantry, a dangerous mage can always be neutralized by use of the Rite of Tranquility, a kind of magical equivalent to lobotomy. Without the Chantry, a mage is assumed to be at constant risk of demonic possession, under temptation to use powerful and forbidden blood magic. To refuse the sanctuary and guardianship of the Circle is to reject the tenets of Andrastian faith. Thus a mage outside the Chantry is termed an apostate.

Anders is a mage. He was taken from his village at age 12. He escaped the Circle seven times — once is unusual enough, seven times is just batshit — and each time he was hunted down: the Templars take precautions. (Each mage is forced to give a blood sample for the creation of a tracking device called a phylactery. It's like a veterinarian microchipping a dog.) What did get him out of the Circle for good was not much better: refuge within the ranks of the Grey Wardens, an order devoted to battling darkspawn.

The timeline of Dragon Age: Origins - Awakening encompasses Anders' conscription into the Grey Wardens and most of the events of his short time among that order, including his introduction to the entity that calls itself Justice.

Justice was, is, a spirit. The distinction between spirit and demon is a fine one, perhaps nonexistent (though Anders will insist there is a difference), and the Chantry is certain that all mages live in constant danger of possession, as their magic gives the Fade a foothold. In Awakening, Justice is thrust outside the Fade unwillingly, into the corpse of Kristoff, a Grey Warden who perished fighting the darkspawn. He experiences the human world with a sense of wonder mixed with melancholy and, at times, bewilderment. His passion to avenge wrongs shifts focus from the Blackmarsh's history of political oppression (by a Baroness long since dead, whose revenant he helps you slay) to the Warden vigil against the darkspawn, which he experiences as a drive to avenge Kristoff's death in particular. Justice is drawn to items that Kristoff owned in life, and moved by the distress of Kristoff's widow, Aura, for whom Kristoff's feelings still seemingly resonate; Aura views Justice as a demon who's stolen her husband's body, and this disturbs Justice further. Another of the Wardens, Nathaniel Howe, suggests to Justice that the spirit might find a willing living host to carry him instead. Justice is initially repulsed by the idea, but shows signs of accepting Nathaniel's argument that the host's willingness would make all the moral difference — a sharing rather than a possession.

One might think Nathaniel would be the most logical candidate for such a merge, considering he proposed it, and considering he gets along far better with Justice than Anders ever has. Throughout Awakening, Justice challenges Anders on his disinterest in mage liberation; Anders deflects Justice's criticism with flippant, pragmatic humor. Yet at some point between Awakening and DA2, it's Anders who offers himself to Justice as a host, and the two beings seem to have conceived of this as a mutually beneficial arrangement.

What changed? It's been a hotly contested issue in Dragon Age fandom, with many players feeling that DA2!Anders is a travesty and a total rejection of Awakening!Anders, and other players arguing that the seeds of DA2!Anders can already be seen in some of Awakening!Anders' dialogue. (I fall into the latter category. When Anders isn't using humor as a defensive tactic or a coping mechanism — and sometimes even when he is — he's quite vocal in his bitterness toward the Chantry, his hatred of the Templars, and his conviction that mages deserve the same freedoms as anyone else.) Bioware offered an "official short story" to show the circumstances under which Anders and Justice merged. According to this story, the Wardens allowed a former Templar to join the ranks and to be assigned to watch Anders. This situation quickly became intolerable.

When in DA2 Anders gives Hawke an (extremely vague and comparatively bland) account of his merging with Justice, he makes the possession sound like a choice: Justice was his friend, trapped outside the Fade, and he wanted to give Justice a home; in turn, Justice would help him bring justice to mages everywhere. Anders tells Hawke that they are now one entity rather than two separate entities, and that they cannot converse with one another. He also claims that if anyone's suffered from the merge, it's Justice, who may have become somehow compromised or corrupted into a "spirit of vengeance" by Anders' own anger. (Interestingly, while the scenes and dialogue in DA2 are ambiguous regarding the nature of Justice/Vengeance, when you go to Anders' Vengeance specialization skill screen, you get a nice neat summary: "The rage that Anders feels over the Chantry's mistreatment of mages rapidly transformed Justice into Vengeance." Outside canon proper, apparently head writer David Gaider has actually referred to the spirit at that point of the game as being Vengeance.)

Whatever the problem, it's clear there is a problem: Upon merging with Justice, Anders breaks free of his Warden unit with startling violence and rage, literally tearing them apart and leaving no survivors to tell the tale. (In DA2 we do not see Justice performing such bloody dismemberments.) The merge between them is therefore unknown to the Wardens, as are Anders' fate and his eventual whereabouts.

Having left the Grey Wardens, Anders heads for the city-state of Kirkwall, in the Free Marches. The choice is a convenient one, in that many Ferelden refugees are fleeing their Blight-torn homeland for the Free Marches, and Anders can easily hide among them. He has a purpose there as well: his former teacher and lover, Karl Thekla, transferred to the Kirkwall Circle of Magi some time ago, has begun to correspond with him about problems in the Gallows where the mages are held. Anders wants to spring Karl from the Gallows. This is where the player-character, Hawke, comes in, and Anders enters the story of DA2. Seven years of mayhem and fetch quests ensue, culminating in Anders' destruction of the Kirkwall Chantry using some explosives souped up with magic. It's an act of terrorism for which he readily claims credit and is willing to pay with his life.

Anders' DA2canon history (you'll have to click the spoiler-alert lozenge picture things) depends to a significant extent on player-character choices. For Awakening, I'm open to working with any Warden that this game may eventually acquire. For DA2, I've spoken with the two prospective Hawkes and it looks like it'll work best to assume this Anders comes from [personal profile] Rowena Hawke's continuity.

As such, this Anders was "friendmanced" (was chosen as Hawke's love interest, and was befriended rather than rivalled). The following player-character decisions were made in this Anders' continuity:

Dragon Age 2:

  • Anders accompanies Hawke on the Deep Roads Expedition. Hawke rejects the deal offered by the hunger demon, winning Anders' approval.
  • In Dissent, Hawke is able to prevent Anders from killing the mage girl Ella.
  • In Night Terrors, Hawke does take Anders into the Fade, and sides with Justice, refusing to make a deal with Torpor. Feynriel is saved and encouraged to seek training in Tevinter.
  • In Demands of the Qun, Isabela was saved and Hawke defeated the Arishok. One assumes Anders had a lot of healing work to do after that duel.
  • In The Last Straw, Hawke sided with the mages, declined to execute Anders and accepted his aid in the final battle.

(no subject)

[personal profile] birdhousesoul - 2012-05-15 18:23 (UTC) - Expand

finis

[personal profile] birdhousesoul - 2012-05-15 19:29 (UTC) - Expand

Re: ACCEPTED

[personal profile] birdhousesoul - 2012-05-17 23:01 (UTC) - Expand

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