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Haven Mods ([personal profile] havenmods) wrote2012-09-10 02:03 am
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Applications


APPLICATIONS ARE OPEN!
The next processing date is Friday 11th October

IMPORTANT: PLEASE POST YOUR APPLICATIONS HERE ON THE NEW APPLICATION PAGE


We're so glad you're thinking of joining us in Haven, where we are all safe.

In order to apply for a canon character, please fill out the information below and post it in a comment in this entry. For an OC, please apply using the OC information. Please do not link to applications, all applications must be posted here. Please do not delete your applications; if you do not want it to be seen, you can request for it to be screened after a decision is made.

You may apply for two characters every two weeks, to a total of six characters. Only two of these may be from the same canon, and they cannot be too familiar with one another. Please make sure to mark the header of your comment(s) with RESERVED or NOT RESERVED, as well as the character name and canon. App challenges are not allowed currently.

Try to remember spelling and grammar are important, and in app length quality and not quantity is what matters. If you wish to request a specific apartment, please do so in the relevant part of the application. All parts of the application must be your own work, plagiarism will not be tolerated, though you are welcome to reuse your own old applications.

If you are asked for revisions, please don't panic! It doesn't mean the mods don't like you, only that we probably need more information before making a decision. If you are asked for revisions, you will have one week to supply them.

Every attempt will be made to place a character in their chosen apartments, though this may not always be possible depending on the slots available.

Applications are open constantly, but are only processed every other Friday at 7PM EST. The Saturday following acceptance, an IC mingle log will be posted for characters to be introduced to the game.

We now have a test drive community at [community profile] haventest which is continuously open. Posts there may be used in lieu of a sample in the application. You may also link posts, logs, or threads from other games and memes in lieu of samples, though we ask that they be no more than one year old.

To see what we are looking for:
Canon Characters:
Sample Application (Faith Lehane)
Sample Application (Iroh)

Original Characters:
Sample Application (Mors)
Sample Application (Vera de Barr)

Previous Game History:
Sample Application (Abel Nightroad/Mayfield RPG)
Sample Application (Bolin/Discedo)

Applications will be processed on the following dates:
11th October
25th October
8th November
22nd November
6th December
20th December

To apply for a canon character, please fill out this form:


To apply for an original character, please fill out this form:
thinglike: (Shades)

Mieu | Tales of the Abyss | Reserved

[personal profile] thinglike 2012-09-21 11:00 pm (UTC)(link)
Name: Rune
Contact Info: Jibun Restart on AIM
Other Characters Played: N/A
Preferred Apartment: #1.005

Character Name: Mieu
Canon: Tales of the Abyss
Background/History: Here!
thinglike: (Right there)

Mieu | Tales of the Abyss | Reserved

[personal profile] thinglike 2012-09-21 11:00 pm (UTC)(link)
Personality:
Mieu, at his core, is a very simple creature. He likes it when things are happy and when he’s with his friends. He doesn’t like it when people are fighting, people are getting hurt, or there’s lots of danger. He likes tasty food and doesn’t like it when monsters try to eat him. As a young Cheagle, he still has a lot of growing to do, but he’s learned a lot about life on his travels as well. That is Mieu in a nutshell; a simple nice guy with some growing up to do.

So, about being a Cheagle. Mieu is a monster, technically. He’s only gifted the ability to speak via the Sorceror’s Ring he wears around his body. He can talk to monsters, even if he finds most of them kind of scary. He’s from a very simplistic place, though. He has a lot of respect for the Cheagle Elder, and he lived a very simple life up until the time the game started. His community was very loving, even though Mieu was the one responsible for so many deaths in the community due to a fire he caused, and even as he travels apart from it, he holds out heart that he will return one day! He doesn’t really seem to mind when, though. It can be assumed that he spent most of his time prior to the game starting doing what animals do best. Chasing butterflies, sleeping in the sun, eating, and sleeping. It was the life, but now he’s in everyone else’s!

There are a lot of things that Mieu brings to anyone’s experience, though! Mieu is upbeat and positive, and he can always find something to be cheerful about or distract himself with. He loves meeting new people, too. He latches on quickly to other members of the party and finds himself fitting in the group very well, even if everybody is so tall that they tower over him. He’s curious and he asks a lot of questions when he doesn’t understand something, whether it’s about love or how someone is feeling. He just wants people to be okay, especially those that he’s close to.

Mieu, being so involved in everyone’s lives after being exiled from the Cheagle Woods, has formed a number of strong relationships in his life. Obviously, his strongest is with Master! Luke Fon Fabre is his Master, and Mieu loves him a lot. Even though Mieu gets thrown around, punched, insulted, and just very abused for part of the game, Mieu never stops wanting to be by his side. This is partially because Luke gave Mieu the name of “Thing,” something Mieu himself is very proud of, but also because he really respects him. While other party members come and go, Mieu is always with Luke. When every party member leaves, for example, Mieu is the only one who stays by his bedside and waits for him to wake up from his strange coma (Tear does remain behind, but does not wait next to his bed as Mieu does). This is repeated several times throughout the game; if Luke is alone, Mieu is walking along behind him making comments or being told to shut up. They even form a special bond of sorts...at certain points in the game, Luke uses Mieu to fire...well, fire point-blank into enemy’s faces.

He also has a very strong relationship with Tear Grants, who finds him cute, and Fon Master Ion, who is one of the reasons he started the journey. Since all three of them (Tear, Ion, Luke) were at the start of the quest, he’s very close to all of them. Tear especially stands up for him when he is being hurt or discouraged, so he is very much drawn to her as a friend. Luke abuses him, Tear scolds Luke, and Mieu is happy that Tear is thinking of him and usually assures her that it is okay. Ion, on the other hand, is just someone Mieu has a lot of respect for, and he thinks of him as a friend. Ion understands the relationships between Cheagles and Yulia and as a result is very kind to the Cheagle, like Tear, so Mieu is particularly drawn to him as well. At one point in the game, Mieu learns that Luke is going to die because his fonons are splitting apart...and he tells Tear immediately. This is a proof of how strong his relationship with Tear is; while he doesn’t want to tell secrets about Master, he will turn to Tear if something is so wrong that it can’t be fixed or if Luke is in danger. He trusts her.

That isn’t to say that he doesn’t have a relationship with the rest of the party, though. He’s fond of them all, but merely interacts with them less. He can be scared of Jade at times, since Jade leaves the impression of someone who might eat him more than once, but he gets along with Natalia like he does Tear, just to a lesser extent. Being naive and kind of silly, he’s also prone to fun conversations with Anise, since she can be as optimistic and goofy as he is. When his friends are suffering, he wants to console them just as badly as everyone else does. He’s in pain when Natalia’s parentage is in question, it hurts him to see Anise suffering at the hand of Mohs and over Ion’s death...and, well, Jade is Jade. He’s kind of just...Jade. Mieu respects him, and will run away from him if he thinks Jade is going to dissect him.

It’s true that, at times, Mieu can be a coward. He’s scared of things, like when they land in the miasma and he doesn’t know what’s going on, or when particularly dangerous enemies or events are taking place. This is only natural, given his size. Sometimes, someone has to pick him up and carry him, just to get him out of the way fast enough. But as their journey went on, Mieu became more brave. He showed this first when he was able to talk to the Liger Queen, who was very scary! Though, in Keterberg, the night before they go and fight Van Grants, a scene reveals that Mieu is willing to help out no matter what. He’s told to just stay in the item bag like always, but he wants to really feel like he’s helping. He makes it all the way to the final battle despite the scary enemies, just so he can support his Master for as long as he can.

And this is part of Mieu’s journey, too, learning to help people and showing that he can pitch in just like they can. He’s thrilled to learn he can use Mieu Attack to open new paths for them, and using his Mieu Wing ability to get them to higher places. He has a not-so-secret love of being praised (especially by Master!), but that’s not why he helps out, either. He helps out and tries his hardest just to be helpful, to be useful, and because his friends are his friends and he’s on this journey to learn, just like Master is! He’s learning, too, what he can do in the world, and seeing and experiencing things like deserts and oceans.

Even with all of this optimism, love for his friends, and willingness to work and play hard, Mieu has another side to him. As aforementioned, Mieu is an exile for his tribe. A fire he accidentally caused damaged a large part of a Liger’s homeland, so they moved into their woods. Without a food source, they ate several of the Cheagles, and Mieu was the cause of it all. As a result, when Ion, Luke, Tear and Jade came to the Cheagle Woods, Mieu was exiled and became their guide, able to speak the monster’s and human’s language. That was the start of his journey. It’s revealed, though, there are times that he relates to his Master’s own accidental deaths (he destroyed a city, Akzeriuth). He feels guilt over the deaths he inadvertently caused, and like Luke, it will never go away. So just as he’s growing along with all of the characters, he has his own burden to bear, and it’s another reason he works so hard at everything.

Despite all of these things, though, Mieu has another very special thing working against him. Yes, he tries hard. Yes, he has his own burden, and he loves everything. He’s also very much not the brightest person around. It’s mostly because of his age. He doesn’t understand a lot of things; he once relates love to apple gels. While there are all of these country feuds going on in the game, Mieu often pops up in skits to say that he doesn’t really understand or that it sounds really complicated. It can be both a gift and a curse, though; his simple view on life and willingness to fit into every situation makes him more endearing than annoying...most of the time.

That’s who Mieu is. He’s a simple, hard-working little Cheagle who loves his friends. He has the humblest of beginnings, and he has plenty of learning to do. He’ll do anything for Master, but he’ll never leave his side, even if he tells him to. Like most characters in Luceti, he has a past to deal with, but he has friends to overcome it with. He’s brutally honest and doesn’t understand a lot of things...but he’s not bad to have around, honest!
crownless: <user name="burp">; art by flag (HEY DREAMWIDTH)

Travis Touchdown | No More Heroes | Reserved (1/3)

[personal profile] crownless 2012-09-21 11:00 pm (UTC)(link)
Name: Danni
Contact Info: khajixda @ AIM, travistouchdicks @ plurk, purewhiteglastonbury@gmail -- plurk and AIM are most ideal for plotting.
Other Characters Played: Nobody!
Preferred Apartment: 1.005 please!

Character Name: Travis Touchdown
Canon: No More Heroes
Background/History: I realize there’s really nothing here for me. But what else can I do but keep going?
crownless: <user name=bloodforts site=plurk.com> (I ɢᴏᴛᴛᴀ sᴛᴏᴘ; ᴛʜᴇ ᴡɪʟʟ ɪs sᴛʀᴏɴɢ)

2/3

[personal profile] crownless 2012-09-21 11:00 pm (UTC)(link)
Personality:
To be perfectly blunt, Travis Touchdown is an asshole; a jerk, a douchebag. That one guy--you know, the shifty guy who hangs around the hentai aisle in the video store, wearing the gross cheap cologne and ogling the tentacle porn. He’s an irreconcilable pervert and the most embarrassing sort of geek there can ever be: i.e., utterly shameless. His motivations are largely based on what’s the most fun for him and what he wants. (This also includes propositioning anything with a pair of boobs.) Travis is selfish, rude, violent, and vulgar--he also takes a lot of enjoyment out of acting out and being a general nuisance. Half of this is because he’s really just that socially ignorant, but the other is because he enjoys any attention he can get, even if it is negative.

However, as obnoxious as he is, he isn’t a completely awful person. Travis once had an extremely childish view of the world, going on what was basically a fruitless killing spree based on some far-flung revenge plot, a death wish, and the desire to screw a hot Ukrainian/Japanese/French chick. But he's matured a great deal over the course of his games. He tends to think of himself first, true, but he does sympathize with others and understand their feelings and emotions. He can recognize pain; he’s capable of mercy and shies away from hurting the innocent. This has an especially big effect on the way that he fights. Though he is an assassin, when Travis fights, he fights fairly, no matter who he’s up against. Additionally, he’s seen to get more and more disgusted with the depravity of the UAA as time goes on, even showing some degree of remorse for his actions. By the second game he's completely acknowledged that the gladiatorial nature of the UAA's game is a horrible, horrible thing. He says it to Sylvia himself in the second to last battle of NMH2:

"We humans are alive, even if we are assassins! It doesn't matter if its a videogame, movie, drama, anime, manga! We're alive! People shed blood and die. This isn't a game! You can't just selfishly use death as your tool!"

Though he is an assassin, he only kills when it is completely necessary: he views all fights as a test of strength: something truly honorable. He detests murder without a cause and respects his opponents, especially if they're a good match for him. Thus, by the end of his tenure with the UAA he's gone from vengeance and joy killings to a genuine desire to topple an organization that's treated so many lives like so much cheap entertainment. Particularly when these were the lives of people he respected--fellow assassins who fought hard, only to be caught in a never-ending cycle of violence. In short, Travis really does see value in the lives of others, and if he doesn't have a good reason to kill a person, he won't.

The pain of the deaths of his loved ones (his parents' murder many years ago by his sister Jeane, his battle to the death with that sister three years ago, and his best friend Bishop's recent murder) has still shaken him and made him occasionally awkward or naive in social situations. This also applies to romantic relationships: he talks a big game, but most of his experience comes from porn tapes and hentai. He's been betrayed before and can be hesitant to trust others as a result, so it takes a lot of work to get past his angry otaku exterior. When he does open up and befriend someone, though, he is very loyal and will do his utmost to protect them. He was also once unable to kill women--something he's now overcome--but he still maintains his own strange form of chivalry. Though he flirts like nobody’s business, he won't make a move unless prompted, and even then, if it feels wrong (e.g. the girl is crazy or too young), he won't go with it. Basically, he tries to refrain from hurting women he isn't assigned to fight, and doesn't mack on the underage. He also refuses to kill children (except for the one that was actually a ghost, but that was different) and has previously spared assassins who he believed were too young.

At times, he seems to be gullible or naive, initially falling for the traps that every opponent sets for him--and really, it takes a very special kind of person to pick up scorpions with a set of tongs, put them in an OPEN container on your back, and then bend over to pick up more scorpions. He leaps into bad situations without a thought for consequences, and is easily manipulated by a nice rack and a pretty face (thanks a lot, Sylvia). But on other occasions, he displays a clever streak, especially when he's fighting: he'll study an opponent's style and learn their weak points quickly enough to take them down. He even waxes poetic from time to time, usually when he's made to question his own philosophies. And, in the end, he’s at least persistent; it’ll take a lot to dissuade Travis from a goal he’s set for himself, for better or for worse.

Though Travis eventually faces his dark past, he can't completely put it behind him--there's still a picture of Jeane (his first love, half-sister, and the murderer of his parents) in his house, though the face is scribbled out. He is a man filled with a lot of pain and a lot of regrets behind a seemingly shallow front. He won't admit it to anyone, not even himself, but the guilt is always there and constantly gnawing at him. He's caught in a vicious cycle of his own making: by refusing to completely reconcile with his past and move on with his life, he tries to find distraction and solace in assassination, and when things go wrong and he isn't sure what else to do, he continues to kill and find different ways to shift blame for his problems away from himself. The assassination business was a way out, and a self-destructive one at that.

In the end, true to the game’s title, Travis Touchdown is anything but a hero. However...what matters now is that he is at least somewhat aware of these personal flaws. He's had time to think about things. Even if he doesn't stop killing, he's still taking it more seriously. He knows all too well how badly it hurts to lose someone, and he'll do anything for the few loved ones he's got left. But most importantly, he wants to actually start doing things right and turning things around for himself. He wants to be a hero. He even says it himself.

"I want to be a hero, by my own standards."

Long story short, Travis has grown from a near villain protagonist to a jerk with a heart of gold. He's still got a slightly...unique view of right and wrong, however, and he's still not an entirely emotionally mature individual. Though he's still got a very long way to go before he can truly become a good guy--if he can ever become a "good guy" at all--he's on his way there.

3/3

[personal profile] crownless - 2012-09-21 23:01 (UTC) - Expand
wolfbats: (☎)

Tahno | Avatar: Legend of Korra | Reserved ( 1/3 )

[personal profile] wolfbats 2012-09-21 11:00 pm (UTC)(link)
Name: Ren
Contact Info: [plurk.com profile] crescents
Other Characters Played: n/a
Preferred Apartment: In the same one as the other Avatar characters, please.

Character Name: Tahno
Canon: Avatar: Legend of Korra
Background/History: Here
wolfbats: (Ω)

Tahno | Avatar: Legend of Korra | Reserved ( 2/3 )

[personal profile] wolfbats 2012-09-21 11:01 pm (UTC)(link)
Personality:

Before he even says a word, other characters are already shaping the viewer's perception of Tahno: Bolin is nearly paralyzed with fear upon first sight of him and warns Korra that he's a "nasty dude" who should not be messed with under any circumstances. What exactly he did to deserve such a reputation is unknown, but one thing is clear this guy's trouble.

Tahno carries himself with an air of superiority compared to everyone else around him, even his teammates and fans, which makes intimidating people like Bolin quite easy. He isn't at all modest about his pro-bending team's various victories, his waterbending talents or the fact that he's good looking. Being the best is something he strives for and actually manages to achieve until the Fire Ferrets come on to the scene. When it becomes apparent that their team is legitimately talented and has a decent chance of knocking his own out of the Championship, Tahno immediately resorts to cheating – first by attempting to goad Korra into hitting him after their first meeting and later by breaking several rules in their official match against one another. In contrast to his previously calm and collected manner, he acts very dramatic and overemotional when faced with the possibility of losing, going as far as to instruct his teammates to send the Fire Ferrets to a "watery grave" all because of a simple game.

With his carefully curled hair and spiked eyeliner, Tahno sticks out like a sore thumb among pro-benders. In contrast to many of them, he lives for the glamor of it all. Keeping up appearances is just as imperative as winning to him. He always looks primped and polished, even when competing. While his equally glamorous teammates tuck their flowing locks inside their helmets during matches, Tahno lets his hair hang free so he can smugly flip it around in front of his opponents.

When the Wolfbats cheat during the Championship Tournament, the announcer sounds genuinely shocked and surprised. That leads me to believe this is a unique circumstance and something done out of desperation rather than habit. The Fire Ferrets were extremely talented up-and-comers and the first real threat the Wolfbats faced since they started competing. So while some of Tahno's gloating may be untrue, it seems that he really is a champion-level waterbender.

Tahno is also implied to be highly sexual, but considering the target audience of the show, it's presented in an implicit manner. In The Spirit of Competition, he's seen with a woman on each arm like a typical playboy. Later, he's shown invading Korra's personal space without a second thought and offering "private lessons." Though it was merely an attempt to rile her up, there's still plenty of sensuality involved in his speech and body language.

Surprisingly, Tahno is the first character on the show to stand up to Amon (the villain of the series) when confronted – everyone else is terrified of him, even the Avatar herself. This may make it seem like he's a very brave person, but in actuality he only does so out of pride. He regrets it the moment he's overpowered; that pride quickly melts into fear and anguish as he begs Amon not to take his bending.

Overabundance of pride is Tahno's ultimate downfall. Though his team wins the tournament (through unfair and underhanded means), he loses something much more important: his bending. Not only is this is akin to having a piece of his soul torn away, but it also means that the career he's put years of work into is now automatically over. The next time we see him, he's a complete mess. Everything that made him an intimidating figure before has been stripped away, leaving only a disheveled, sad shell of who he used to be. When he spots Korra, he calls her attention to him using her actual name for the first time rather than a belittling nickname. They proceed to have a polite conversation which concludes with Tahno requesting that Korra exact revenge on Amon for him, and she agrees. While this scene isn't proof that Tahno had a change of heart over night, it shows that he's moving in a different direction and becoming a little more respectful and less of a jerk. He's still not that nice of a guy – he had the chance to apologize to Korra for his previous actions, but chose not to. However, we can see that the potential is there.

After Tahno lost his bending, not only did it sever his unique spiritual connection to the element of water, but also destroyed a major piece of his identity. His occupation as a pro-bender was something he obviously took a lot of pride in and an important part of his life. Rather than resting after his traumatic experience, he spends the entire night visiting the best healers in the city and desperately trying to find a way to get his bending back. His bending means everything to him. It's who he is.

The fact that he's completely alone in the police station is telling. This is a stark contrast to a scene later in the series when Korra loses her bending; she's surrounded by friends and family who support her through every second of it. Tahno, on the other hand, has absolutely no one. If law enforcement felt it necessary to interrogate him about losing his bending, it would make sense for them to interview his two teammates as well, but neither of them are anywhere in sight. It's almost as if his failure is contagious and everyone wants to avoid him. Since Tahno is someone who craves attention and validation, we can assume this abandonment is making his depression that much worse. There's no doubt that he's been humbled by this experience, but again, humble does not equate to suddenly being a good person. Such a big transition will take time.

► STRENGTHS:

Physical
↳ Appearance: Though he's less glam these days, Tahno has a pretty face and a good build, both of which could easily be used for manipulating others – something he may still be be prone to doing. We see him trying and failing to manipulate Korra with his looks in The Spirit of Competition, but that isn't to say the same attempt wouldn't work on other people.

↳ Muscle: He may not have his bending, but Tahno retains all the muscle he gained from training. With the body of a pro athlete, he's somewhat stronger than the average male. Not that it actually provides much of an advantage (see weaknesses).

Mental/Emotional
↳ Charisma: His charm is of the sleazy variety, but it seems to work for him regardless. During the height of his success, he had an entire posse that followed him around and supported his every move. They abandon him after he loses his bending, making it clear that the fame and fortune was the most important part of his personality to them, but the fact that they let him be their leader says something about his capabilities. He's good at getting people to do what he wants. It's doubtless more difficult without fame backing him up, but in the right circumstances could provide a social advantage.

↳ Cleverness: The cheating he engaged in, though cowardly, was pretty clever. If Bolin wasn't there to warn Korra in The Spirit of Competition, she almost certainly would have hit Tahno and disqualified her team. Without ever having spoken to her before, Tahno was able to accurately assess what would make her angry and used it against her. During the pro bending match in And The Winner Is, he uses illegal but innovative techniques in conjunction with his teammates, such as hiding rock pieces in water. He's not using that competence for anything good, but it's there.

► WEAKNESSES:

Physical
↳ Bendingless: Tahno has muscle, but that doesn't mean he knows how to use it. Unlike other nonbenders like Asami and Sokka, he doesn't have any training in nonbending related fighting. Without his bending, he is rendered effectively useless when it comes to physical confrontation.

Mental/Emotional
↳ Emotional instability: As proven by his reaction to Naga popping through the restaurant window in The Spirit of Competition and starting to lose the match in And The Winner Is, Tahno unravels whenever things don't go his way. Rather than trying to calm himself down, he throws childlike tantrums and focuses on taking others down. He shows little regard for the feelings of others in general and comes off as self absorbed, even after he's lost his bending. Aside from not apologizing to Korra in The Aftermath, he also doesn't ask if she's alright despite knowing that she went after Amon. For all he knows, she could have lost her bending as well, but he's too wrapped up in his own problems to inquire about it.

↳ Narcissism: In The Spirit of Competition and And The Winner Is, he's obsessed with his successes. In The Aftermath, he's obsessed with his failures. The subjects change but the focus does not – throughout everything, he cares most about himself.
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sawyourwolfjunk: (Default)

Kenzi | Lost Girl | Reserved

[personal profile] sawyourwolfjunk 2012-09-21 11:03 pm (UTC)(link)
Name: Rys
Contact Info: Plurk: [plurk.com profile] Rys_kit
Other Characters Played: N/A
Preferred Apartment: Floor 1 - #4

Character Name: Kenzi
Canon: Lost Girl
Background/History: Wiki Link
Previous Game History: N/A
Personality: Kenzi's an eclectic and diverse girl. Her outward appearance is as vivid and brazen as it is in a subconscious effort to show how much she doesn't give a crap what anyone thinks about her. An outcast in the social circles of school most times, she found the best way to get over being shunned from 'the cool kids' was to make her own niche. One where she could be herself - whichever version of that she felt like putting forward that day. She has an assortment of wigs and 'costumes', personas she slips into for both a con and to help her escape from who she used to be growing up. Her family has ties to the Russian mafia, and she's grown up as a sort of Romani offspring - learning the grift and con before she learned anything else from school. As such, she's had more than a few run-ins with law enforcement, but never for anything worse than pickpocketing and con schemes.

When it comes to relationships, Kenzi's have been of the fizzled variety. The guys she's been interested in have all been horribly bad for her, aside from her last one - who she had to lie to and leave him to keep him from being drawn into the life of danger she immersed herself in while living with an unaligned fae and all the chaos and possible death that came along with that. Her best friend is a succubus, and she has more connections in the fae world now than the mortal one; part out of fear of bringing someone in and having them winding up getting hurt, part out of the fact that she just happens to spend most of her time chilling in a fae way station. She's formed a friendship with her bestie's exes and friends, teaming up with Hale more often than not out of sidekick solidarity. She has a lot of extended family, cousins and aunts and uncles, but none of them that she's particularly close to. She broke off a lot of her ties with them, other than in the occasional business venture, when she left her home and went off on her own.

She doesn't care much for 'those in charge', whether in the fae or human world. She has a problem with authority, which is probably why her and Bo clicked as well as they did. Her mouth can get her in a lot of trouble, what with her not having much in the way of a filter, particularly when she feels strongly about something. Though, that's not to say that she can't kiss ass with the best of them when needed; she just hates doing it and will bitch and moan about it to whoever will listen. Her motivations are simple enough; keep out of major shit, but don't miss out on all the fun. Of course, the former is hard to avoid when she practically lives in the danger zone. She has no problem with going behind someone's back to do something, particularly if she feels she's doing it for them. If not telling someone something will make it easier on them, then she'll keep it to herself.

Quirk-wise, she loves her boots and shoes. The height they give her is as much a confidence booster as anything, and she knows all the designer brands on sight - and how much they cost. She also has something of a 'problem' with alcohol. She loves it, and it loves her, until the next morning. She takes the concept of 'drowning her sorrows' to an almost literal sense, and is always made happy at the offer of something that will dull the edges of reality - a reality that's gotten a little too unreal lately. As much as she tries to be a modern girl, there are some myths and fables from the 'Old country' that have crept under her skin and flare to life when the situation warrants, such as her fear and respect of Baba Yaga. Though, since that turned out to be true, these things are solidifying themselves in her more and more, her belief in the old tales and fables becoming stronger than ever.

Before Kenzi met Bo, she was largely 'every girl for herself'. There were isolated incidents where she'd attempt to help out someone that reminded her of herself when she was new to the world, but mostly, Kenzi looked out for Kenzi. Bo's mission to not be a pawn in a game she had no wish to be a part of has given Kenzi a bit of a purpose. She's loyal to Bo out of genuine affection and love, and that loyalty is opening her up to the more selfless side of doing things. While she'll still slip into her entrepreneurial tendencies from time to time, she can look outside of herself and her reactions for a reason to do things. It's taking time, but she's willing to slowly start doing things for people that aren't in her close circle of friends - who she'd bend over backwards and then some for.

While she can be impetuous and brash, it's generally fueled out of love and loyalty. She will not tolerate anyone messing with people that she considers hers, fae or human. Some of it is definitely bravado and false courage, but there's a thread of steel in her that has her doing things that would normally terrify the crap out of her. She refused to leave Dyson behind, even though the possibility of her getting caught and killed was pretty high. She hid under another dead body and waited until there was enough of a respite for her to snag him and get him the hell out of there. As one of the only humans involved with the fae, she's constantly being looked down on, belittled, insulted, and threatened. These, of course, are all things she's been accustomed to throughout her life, so she can stand up to whoever's being the giant douchetard and tell them where they can stick their attitude. And as one of the only humans, she sometimes feels like she has to go above and beyond to be able to fit in properly. To earn that right to be a true friend.
Abilities/Powers: Pickpocketing, bilingual, general thievery and con artist abilities, survivalism (which was noted as an actual skill set by a fae who 'tasted her luck')

Sample Entry:
You gotta plan for things to mess up. I mean, best case scenario is that we're all drinking Mai Tais under a palm tree with some delicious piece of man-candy fanning us with a palm frond while he's all oiled up and... [Ahem] But I totally digress. You gotta plan for when the crapballs hit the fan. And they will. Eight times out of ten, you're dodging fan-strewn pellets and hoping not to get any on your boots. But, there are those two blissfully enjoyable times that keep you slogging through the crap. Ah, how I live for those times. But, doesn't mean I'm not going to bring an umbrella and a pair of those little slipper booty things you put over your shoes. These things are expensive.

[Looks down at feet]

But they're so, so pretty.

Sample Entry Two:
"Coffee..." This was groaned from underneath the pillow that her head was hiding under. Last night had been great, but she was feeling the effects of her late-night love affair with the three bottles of wine scattered on the floor in a less than optimal way. There was no answer to her feeble attempt at communication, and she mentally cursed her luck that Bo wasn't up first. Elf balls. That meant she'd have to get up and make it her own damn self, and why was the kitchen so far away?

Her hand fumbled out for the table, slapping along it as she looked for, and found, her sunglasses. She may be inside, but day-um, it didn't need to be the future for it to be bright outside of Under-the-pillow land. Rolling off the couch, she landed on the floor with a huff, head throbbing as she slipped the shades on before daring to crack an eye open. Still bright. Could someone just turn the dimmer switch on life down? Pushing herself up, she shambled into the kitchen, clumsily banging the jug she used to pour water into the machine with around in the sink, making her wince at the noise. There needed to be a mute switch on life as well.

Coffee brewing, she slumped forward over the island in the center of the kitchen, head resting on the counter as she waited for the magical liquid that fixed everything to be brewed and accessible. She wished Hale were here to do that whistle-magic siren thing that insta-vanished her hangovers. Hell, she wished that were one of Bo's abilities. It'd certainly come in more handy than her rompasaurus rex abilities that had pieces of the ceiling drifting down on her from time to time...

Okay, so maybe she was a tad on the grumpy side when she was hungover and hadn't had her coffee. It was the wine's fault. If it hadn't been so alcoholy and tasty, she wouldn't have had so much of it last night and wouldn't be in this situation now. Totally the wine's fault. She nodded this to herself as she poured an overlarge cup of java goodness, shuffling back to the couch to curl up with and wait for the worst of her throbby owness to fade.
snacklist: (Default)

Alphonse Elric / Fullmetal Alchemist / Reserved

[personal profile] snacklist 2012-09-21 11:04 pm (UTC)(link)
Name: Ena
Contact Info: AIM @ luthienabler / Plurk @ enabeans
Other Characters Played: N/A
Preferred Apartment: With Edward Elric if possible, please.

Character Name: Alphonse Elric
Canon: Fullmetal Alchemist
Background/History: Here

Personality: Alphonse is at once child-like and wise beyond his years. His emotional growth was stunted when his soul was placed in a suit of armour as a child, and as such he's retained an innocent and almost naïve outlook on life. He's genuinely kind-hearted and compassionate, and will go out of his way to help anyone in need. He has an intense love and respect for life, and will protect it at any cost. He states that he has seen too many people suffering on his behalf, and he will do anything at all to make sure nobody else ever has to suffer or die for them (he and his brother). This can lead him to taking reckless risks with himself in the pursuit of protecting others, such as shielding a chimera working for Greed inside his suit of armour, to try and prevent her being killed by Fuhrer King Bradley. Unfortunately, he is unsuccessful and the inability to protect her left him with an even stronger desire to make sure nobody else was killed if he could help it.

He prefers to see the best in situations and in people, trusting long after most people would have turned their back and giving chance after chance to the people around him. Even those he's come to see as his enemies, he is capable of trusting if the situation demands it – this is shown clearly when he asks Scar, who has been murdering State Alchemists and attacked his brother, to take an injured girl from the battle as they had no other choice to get her to safety. Another example is with Von Hohenheim, his father who abandoned the family when he was a very tiny child. Unlike his brother, who remains bitter and angry at the man, Al almost immediately gets along with him and even believes the fantastical tale about his past without any doubts.

Definitely someone who could be described as optimistic, Alphonse always looks for the silver lining in any cloud... and he has a lot of clouds to choose from. Instead of dwelling that he is unable to eat any longer in his armour body, he instead keeps a snack list of things he will eat again when he can. He takes a certain amount of pride in his 'hair' (a long ribbon of hair attached to the helmet of his armour) and is distressed when it gets cut short. He still loves things that a lot of children do - like playing horse-back rides with the small children they come into contact with, or taking care of stray cats by hiding them inside his chest cavity.

That's not to say Al is incapable of darker moments; he is still only human, after all. The tragedy of losing their mother, and the subsequent failed human transmutation to try and bring her back, is something that haunts both brothers constantly. For many years, Al blamed himself for the transmutation failing, as he had been inside their 'mother' looking out at Ed. However, they learned that it had never even been their mother in the first place, and some of his guilt there is assuaged. He still blames himself for Ed losing his arm in order to transmutate his soul, and is determined to find a way to get it back for him.

There are moments when he gets overwhelmed or sad by their situation, at one point telling Ed that they have to get their original bodies back, as he can't cope with the loneliness of the nights any more. His armoured body can't sleep, can't eat and can't feel, and he often laments that he can't feel the rain or sun on his face any longer. He can also be a little sensitive about his size, woefully declaiming that he never asked to be this large. Just like any boy fighting such impossible odds, sometimes he doubts himself and their abilities to get their original bodies back, even allowing another armoured soul (Barry the Chopper) to half convince him that he had never even been a real boy.

But these moments are always ones that Alphonse overcomes, falling back on his immense trust of his brother and the determination to 'keep moving forwards'. It would be a good point to note here the relationship that Al shares with his older brother, Ed. The two are very close, being all the family they have left after their mother died and their father abandoned them, and Al would literally do anything for Ed. This is shown the most prominently near the end of the series, when Al sacrifices his own life in order to give Ed back the arm he lost (via equivalent exchange), so that his brother can continue fighting on.

In many ways, he is the opposite side to the same coin as Edward. Where Ed is loud, brash, obnoxious and hot-headed; so Al is quieter, calmer and much more capable of thinking logically through a situation. He even says at one point that it's not fair he never gets to lose his temper, as Ed always gets there first. But however brash Ed can be sometimes, Al knows that his brother has a good heart. And in that, they are pretty much the same - they'll both fight for life, and for the good of everyone around them.

Abilities/Powers: Alchemy would be Al's greatest ability. Alchemy is based on the rule of “equivalent exchange”, meaning to create something, then something of equal value must be lost. It's a science of manipulating matter, which apparently comes from tectonic plates in the Earth. The art of alchemic manipulation of matter is called “transmutation” and must be performed using a “transmutation circle”. Alphonse, as well as his brother Edward, are two of the only people to be able to perform alchemy without needing to draw one of these.

He's a prodigy much like his brother, as both were shown to be able to understand complex alchemical theory at a young age, although he trails slightly behind him in talent. To be an alchemist, a person has to understand complex theories as well as in-depth recognition of elements. For example, when the boys were trying to bring their mother back from the dead, they actually calculated the exact amount of minerals and so forth that make up a human body. Al's alchemy is much less 'flashy' than his brother's; it's equally as effective, but he tends to keep his actions efficient and to the point.

He's also very strong, agile and quick on his feet as a hand-to-hand fighter. His teacher, Izumi Curtiss, made sure of this. It's stated in canon that Al is a better close combat fighter than Ed, and the elder brother has 'yet to win' a fight against him. It should be noted that in his metal armour body he also has the added advantages of being invulnerable to pain, the elements, as well as not needing sleep.

Sample Entry: Post at Mayfield

Sample Entry Two: Al hated the nights.

It was something he had kept to himself for so long... until that night they found out that the thing they transfigured hadn't even been their mother, that his guilt at having ruined their chances to have her back were unfounded, then it had all come pouring out. It hadn't made it any easier to bear, it was still horrible to sit alone in the darkness and watch his brother sleep in silence, just waiting for morning to come again.

Most nights he had to resist the urge to wake Ed up, just to have someone to talk to and to feel... more normal. But he never did, he knew Ed needed all the sleep he could get and he didn't want to be so selfish as to wake him up for his own silly feelings of loneliness. Back when they were children, Ed had suffered so many horrific nightmares about the night they had tried to bring their mother back, he still did sometimes, but Al... he had never had them. He had never slept.

Raising his giant metal hands, he placed them over his eyes and tried to pretend they were closed in preparation for sleep, but it didn't work. Sighing to himself quietly, a hollow and tinny sound, he reached over and pulled his journal out of the bag where he kept it, just for something to distract himself with. Holding the pen very carefully in his fingers lest he break it, he made a note on his list of things to eat when they got their original bodies back. Strawberry ice-cream.

He might not be able to eat or sleep now, but one day he would, he knew it. He just had to keep moving forwards.
pathogen: (it's funny these people go to sleep)

Albert Wesker | Resident Evil | Reserved (1/3)

[personal profile] pathogen 2012-09-21 11:05 pm (UTC)(link)
Name: Flag
Contact Info: [plurk.com profile] tyrantinasuit
Other Characters Played: n/a
Preferred Apartment: #1.002

Character Name: Albert Wesker
Canon: Resident Evil (after RE4)
Background/History: I will use one pawn to eliminate the other, and emerge with the spoils for myself.
pathogen: (the next day they wake up)

Albert Wesker | Resident Evil | Reserved (2/3)

[personal profile] pathogen 2012-09-21 11:07 pm (UTC)(link)
Personality: Conniving and callous, Wesker is man that's been many things over his 40+ years of life. His enemies just refer to him as an "evil, son of a bitch." Truly, he is an "evil genius" with a healthy dash of megalomania, and a whole lot of power to back up his claims. Despite that, he has played a couple benevolent roles in his time. Perhaps one of his greatest qualities is his uncanny ability to act perfectly like an entirely different person altogether. He has an amazing talent of pulling the wool over people's eyes and getting them to believe in him. This not only can be backed up from the words of former S.T.A.R.S members, but anybody who has ever worked with him. In fact, the only person he has ever been truthful and forthcoming with is William Birkin, a man who had worked with Wesker for over 20 years, side-by-side. Wesker prides himself on his abilities of acting. In that same vein of thought, because of this talent, Wesker is fond of making quick friends with people in high places. He will do whatever he needs to to appease these pawns, short of selling his dignity away. Unfortunately, for them, Albert sees no one as his equal or superior, and therefore, when he becomes tired of the people he is using, he will immediately cut ties with them. This often ends in their death, their downfall, or some violence/subterfuge of some kind. Alliances are nothing to him and can change with a turn of the wind.

Never mind manipulating people into his favor, Albert is also an expert at manipulating chances into his favor. The researcher is as calculating as an individual can come, able to break down monotonous, every-day conversation into how he can use it to his advantage later. Despite what most want to believe, in most situations, Wesker doesn't so much as lie as he uses what's already been given to him and pieces it together differently. During his time as Captain to his S.T.A.R.S team, he was their ally for two, long years, shaping them into the best men and women he could. This, of course, was all so he could get the best test data when he finally pitted them in a proverbial cage-match against monstrosities, but that's neither here nor there. The point is, he did everything in his power to treat them decent and to be a fair Captain to them while he trained them and worked beside them. This is an example of the lengths Wesker will go to, to achieve his own goals. A problem of his is that he plans almost too much. Wesker relies too heavily on human patterns of behavior to be too predictable. He can read people very easily, but at the same time, there are some things that completely escape him because he doesn't expect a person to act in such a way. Knowing too much is, sometimes, a bad thing.

Continuing along in those same lines of reasoning, it can be said Wesker has an amazingly, enormous ego. Which is true, let's not lie to ourselves. Though he can certainly act as if compliments mean nothing to him, secretly, he takes pleasure in knowing he's better than others. In fact, he expects to be better than others in almost every way, but only, in his defense, in the things he actually knows how to do. Then again, Wesker is a man of many talents and abilities, ranging from piloting a few different aircraft, having expert knowledge in a myriad of weapons, being a master of hand-to-hand combat, and even having perfectly neat handwriting. Because of this egotism, Wesker is nothing short of a perfectionist and even has a bit of OCD. If things do not go exactly as he had planned, he has a moment of pure rage, before breaking the situation down to what good he can gain from it. Although, because of his guarded emotions and facial expressions, not many people have been privy to his full-fledged anger. This can only be contributed to his perfectionism; the ability to guard his entire being from people who might try to read what he's thinking or doing. It wouldn't be wise to mistake Wesker for a brat who doesn't know his limits. Wesker knows his limits and just doesn't care; he strives to break them. Never mind, it would be the absolute last mistake you ever make. Albert has enough power and cunning to destroy anybody's life.

Overall, if you knew absolutely nothing about the man, he could come off as charismatic, and even pleasant to speak with. He is quick to use flattery if it will be in his own interest. Unfortunately, if a person annoys him, he is just as quick to add in sarcasm and to belittle them. Wesker is incredibly good at gauging a person’s temperament just from their movements and only a few words. He knows how to act around almost any person, and would be able to charm many people into doing whatever he wishes. Although Wesker is too quick to throw away people, if he believes he cannot use them anymore. He does not strain himself in thinking about how far he can use and abuse others.


Abilities/Powers:

✔ Viral Enhancements (Due to an experimental virus Birkin and Wesker cooked up for Wesker to inject himself with before he was killed, Wesker has gained a couple of superhuman abilities, with, presumably, no drawbacks. This virus keeps his body running despite lack of sleep, food, and water. His eyes are sensitive to light, hence the sunglasses.)
   →Superhuman Strength (ex: Can lift a +200 lb. adult male off their feet using only one hand, with ease. 6-7 steel girders (about 100 lbs each) once fell on top of him, but he merely pushed these aside, with no visible injury. Can crush a human skull with a kick/stomp. Can punch a full-grown adult through their body. Can launch a full-grown adult 10-feet away with only a strike to the chest.)
   →Superhuman Speed (ex: The human eye cannot detect him running, and almost makes it appear as if he’s able to teleport.)
   →Superhuman Biological Makeup (ex: Can heal bullet/stab wounds in a matter of seconds. Wesker received a third-degree burn (loss of skin layers) to the right side of his face, but this wound healed itself within minutes. A RPG to the face does nothing but stun him. Can jump down from many stories up and not break bones. He also has an insanely high pain tolerance.)

✔Expert marksman
✔Master hand-to-hand fighter
✔Capable blade-wielder
✔Knows all the ins-and-outs of the human body and what makes it tick
captaincocksure: (Default)

James T . Kirk | reserved

[personal profile] captaincocksure 2012-09-21 11:08 pm (UTC)(link)
Name: Lisa
Contact Info: PM to journal, or eyeofthetiger @ plurk
Other Characters Played: Also apping Lena Duchannes.
Preferred Apartment: None.

Character Name: James T. "Jim" Kirk
Canon: Star Trek (reboot)
Background/History: http://memory-alpha.org/wiki/James_T._Kirk_%28alternate_reality%29

Personality: At first glance, Jim Kirk can easily be mistaken for a self-absorbed jerk. He’s brash, he’s outspoken, he’s opinionated (and many of those opinions seem to center around his own perceived awesomeness), and he doesn’t seem to know how to take “no” for an answer. He leaps without looking, rushing headlong into every situation with so much confidence it borders on arrogance. It rarely occurs to him he could be wrong about a subject or an approach; he’s fearless and he prefers to act first and sort it all out later.

He’s more than just fists and flirting, drinking and dissing, however. There’s a shrewd mind and a well-developed intellect behind that frat-boy exterior. Captain Pike described him as “the only genius-level repeat offender in the Midwest,” and noted that his aptitude scores for Starfleet admissions were “off the scale”. He excelled at tactical and survival training at the Academy. He was able to swiftly connect events leading up to the Narada’s arrival at Vulcan, determining that the Federation ships sent to help would arrive at an attack and not a rescue mission. He beat the allegedly unbeatable Kobayashi Maru exam by changing its parameters so it was no longer a no-win situation.

He’s driven and determined, but not in ways that most people would recognize at first. He’s made a life out of not doing what’s expected of him. As a kid, he dumped his stepfather’s car over a cliff rather than listen to the admonishments of his stepfather or the police officer in pursuit of the car. His father was a loyal Starfleet officer, a hero, but Jim at first refused to enlist in Starfleet. He showed a lot of promise but he chose to squander it and spend his time hanging out in bars and getting in trouble with the law. He cheated the Kobayashi Maru rather than accept it was unwinnable. Even once aboard the Enterprise, he continued to flaunt or ignore regulations and accepted codes of conduct in pursuit of getting information across or getting the job done.

While he puts a lot of effort into casting off what’s expected of him, one thing he cannot resist is a direct challenge. He blew off Pike’s initial attempts at recruiting him to Starfleet when Pike tried to appeal to his family tradition and his skills, but when Pike challenged him to do better than his father had during his father’s short command, Jim not only enlisted but informed Pike he’d complete officer training in three years instead of four. He kept up his flirtatious pursuit of Uhura for three years because her refusal to give even her first name elevated a pick-up attempt to a crusade.

Inwardly, he’s haunted by his father’s death. He carries a lot of anger and a little guilt, which manifested in his acting out and getting in trouble before he enlisted in Starfleet, and which help fuel his supreme self-confidence. He’s mad at the universe for taking his father from him, so as a younger man he thumbed his nose at many things and rebelled all over the place. He refuses to be seen as weak or lacking for not having a father, so he’s bold and direct and doesn’t back down. He also felt he had to rely on himself from an early age, to be a man on his own since he had no male guidance, and that too helped mold his unshakable faith in himself. He avoided Starfleet at first so as to avoid comparison with his father, which would have meant confronting his own feelings about his father.

When he and Spock Prime were marooned on Delta Vega, and he learned about the universe from whence Spock Prime hailed, he could have asked any of a million questions about the Jim Kirk this Spock knew. But the single question he chose to ask about himself was whether or not, in that timeline, he had known his father. That question shows how much the loss still weighed on him and what a large figure his father was in his life despite not being present in it. Learning from Spock Prime that he had had a good relationship with his father in that life, and that his father had been proud of him, was a moment of growth for Jim. That knowledge gave him the drive to follow his father’s example, to live up to being a man and a captain his father would have been proud of. It’s a subtle difference but before Delta Vega, Jim wanted to pursue the course of action he thought best because he was right; after Delta Vega, he wanted to pursue the course of action he thought best because it was what was right to save everyone. He’s gained a maturity and sense of responsibility and duty he was lacking earlier in the film, and he is finally ready to command.

He also grew as a leader through his relationships with McCoy and Spock. Jim and Spock are two opposite ends of a spectrum, with Jim representing the extreme of action and emotion while Spock stands for reason and restraint. McCoy is the moral ground they both need, to temper their opposing views and values, the one who goes after each of them to do what’s right morally rather than acting out without thought or wielding logic without compassion. Their combined influence tempers some of his impulses, reining him in when he needs it. They also challenge him, which he both needs and loves. Through them he has a broader view of the universe and the ability and the space to take a step back and consider things when he needs to.

Relationships have become important to him by the time he assumes command. His friendship with McCoy was already an important factor in his life at the Academy; when he is given the Enterprise he keeps the crew that was built around their conflict with Nero. Certainly he retains those people because of their skills, training, and performance, but there’s also a sense of loyalty to them. He wants to reward them for helping him in the ways they did, he wants to inspire the same loyalty in them that he feels for them, and he wants to build something that’s larger than himself. They’ve been through a lot together and he wants to keep them close.

By the time he arrives in the city, Jim is still a cocky, outspoken man of action, but one who is starting to learn to balance that with forethought, with consideration, and with reason. He’s growing from a rowdy, rebellious kid with a chip on his shoulder the size of the planet into a leader who inspires confidence and loyalty in others, and from someone who was ready to take the whole universe on all by himself into someone who has learned to rely on and trust in the counsel and guidance of others. He’s learned to shoulder duty and responsibility but he hasn’t lost his drive to do what isn’t expected of him or to rise to challenges.

Abilities/Powers: Jim has been through officer training at Starfleet Academy, where he was ranked at the top of his class in tactical analysis and survival training. He was also the assistant instructor in advanced hand-to-hand combat. He has some computer programming/hacking skills (put to use in his last run at the Kobabyashi Maru simulation).

He received space jump training. He is a very good shot with a phaser and other weapons, which is a skill I assume he would be able to translate to other firearms.

Sample Entry: http://captaincocksure.livejournal.com/689.html
http://multiversal.dreamwidth.org/25225.html

Sample Entry Two: http://captaincocksure.livejournal.com/1245.html
http://multiversallogs.dreamwidth.org/22262.html (warnings for violent content and mentions of child abuse)

Thank you very much for your time and consideration. :)
eventheskylooksdifferent: (Default)

Lena Duchannes | reserved

[personal profile] eventheskylooksdifferent 2012-09-21 11:09 pm (UTC)(link)
Name: Lisa
Contact Info: PM to journal, or eyeofthetiger @ plurk
Other Characters Played: Also apping Jim Kirk.
Preferred Apartment: None.

Character Name: Lena Duchannes
Canon: The Caster Chronicles
Background/History: http://thecasterchronicles.wikia.com/wiki/Lena_Duchannes

Personality: Outwardly, Lena is that kind of odd loner kid everyone knew in high school, the one who sat by herself at lunch and was always writing and doodling in notebooks and never really had many friends. She's quiet and aloof, awkward with other people and taking a long time to warm up to them. She's given to a lot of introspection--and a lot of moping, too, a lot of living inside her own head and dwelling on her own emotions.

When she does grow comfortable with and fond of someone, Lena is a loyal friend, compassionate and concerned with their well-being, and willing to defend and protect them. She's more relaxed, more willing to display her sometimes sly sense of humor. She tends to show affection by gentle teasing, but she's serious and supportive when the situation calls for it.

It's difficult for Lena to form close relationships. Her mother turned Dark at sixteen and fought it for many years, but she wound up killing Lena's father and nearly killing Lena when Lena was a baby. Lena's family moved her around a lot, trying to keep her safe from her mother, but Lena got tossed from some of those schools when her powers got out of hand. She wasn't brought home to the family homestead in Gatlin, SC, until the beginning of the book series. Wherever she went, she was picked on in school or ostracized for being different; the same happened when she arrived at Jackson High in Gatlin.

As a result of all this, Lena doesn't feel any sense of permanence in relationships with people. She's reluctant to grow close to anyone because her experience has always been that people will leave, or she'll have to go, so nothing lasts. Even with Ethan, when he first tried to befriend her and get close to her, she spent a lot of time trying to drive him away and refusing his affection.

She has a deep-seated fear of abandonment, and I think this fuels her nearly obsessive attachment to Ethan. He's the first boy she's loved, the first long-term relationship she's had. She genuinely loves him, and he loved her, but I think her jealousy where he was concerned and her drive, now, to get him back from death, is because she absolutely cannot abide the idea of having gambled on loving someone and then winding up losing him.

Lena also feels a great deal of responsibility for events and for the well-being of people around her. She knows how different she is, even within her own world of Casters; she's powerful and her coming was foretold. Her Claiming was meant to be a significant and destructive event; as part of the curse Genevieve brought down on the Duchannes family generations ago, if a Natural was born to the family, when she was claimed, the opposite side in her family would be destroyed--if she was claimed Light, the Dark Casters in her family would die, and vice versa. She spent most of the time leading up to her sixteenth birthday in a panic over wiping out family members, or the fear that she'd turn out Dark like her mother before her. She wound up eventually solving the problem by Claiming herself for both sides, Light and Dark, using her power to resist the curse.

But she feels like everything she does comes at a great price, no matter how good her intentions were. Ethan died once in the first book, and like her ancestor Genevieve, Lena made a bargain with the Book of Moons to get him back. The price was her beloved uncle's life (though he later returned--look, Caster families are high-drama, okay). She saved her family and took control of her own fate by resisting the family curse and claiming herself both Light and Dark, but the result was a breakdown of the world around her; Gatlin suffered plagues like those foretold to be coming at the End Times, the Caster world was off-balance, and, finally, Ethan sacrificed his life to restore order.

Lena was already a pessimist, a glass-half-empty-and-what's-in-it-is-probably-sour-anyway kind of girl. With all these events, and all the responsibility she feels, being a Natural and defying the curse often feels like a burden, a new curse of its own. Her moments of triumph are often answered with terrible consequences, her friends and family have suffered in trying to help and protect her, and though he did it to save her and everyone they knew, she lost Ethan, he had to sacrifice himself, to her thinking, to fix the mess she made.

That's pretty much where she is now--trying to fix the mess she made. She's been brooding over how she (in her perception) failed Ethan and caused his death, and obsessing over needing him back and being willing to get him back at any cost. Being without him and feeling like she failed so badly has made her pull away from people even more, worried about the effect she might have on them. She's grown hyper-responsible for the well-being of the people she loves; she's willing to do whatever it takes to get Ethan back, but personally, she hasn't shared any of her plans with anyone and she will not involve anyone else. No one else needs to pay any price for what she's done and is willing to do.

Lena's a good kid at heart, polite, respectful, heeds her elders though she visibly chafes at people exercising authority to take advantage of others, or at unjust situations. She's strong, jumping into situations and doing what needs to be done even when her tendency toward pessimism tells her there's no way it will work, she'll fail, everything will go wrong. She always tries to do right by people, and she's a responsible and compassionate person. And right now, she's consumed by grief, and trying to channel that into figuring out how to get Ethan back rather than giving into that grief and accepting he's gone.

Abilities/Powers: Casters are people who are born with innate supernatural talents and abilities, anything from being able to heal others, see through time, speak to the dead, or being able to manipulate light, or fire. Some of them are even born supernatural creatures, such as incubi or shapeshifters. In addition to their supernatural powers or state of being, they are capable of spell casting and rituals.

Lena is a particularly rare and powerful type of Caster known as a Natural. Her innate powers are weather and fire manipulation, but with much stronger influence than most Casters are capable of. She has also stopped time twice, in very serious situations. Because she's a Natural, her spells and rituals are much more easily cast and have greater effect.

She's still young, so she has trouble controlling her abilities at times. At the start of the series the weather tended to shift with her stronger emotions; she's gained more control over that by this time, though a strong, deep, powerful emotional reaction might still trigger a very localized shift in the weather (higher winds if she's angry, rain if she's crying, things like that). She has a little less grasp of her fire manipulation; it's a running gag in the books that she sometimes accidentally sets things on fire, also usually tied to an emotional reaction.

She can also telepathically communicate with other Casters, and she could with Ethan (who turned out to be a pretty special kind of Mortal, usually it's not possible with Mortals). Casters call it "kelting"; I'd be open to her being able to do it with other magic-users in the city if that's something that's usually within their abilities too.

Sample Entry: http://multiversal.dreamwidth.org/175750.html

Sample Entry Two: http://multiversallogs.dreamwidth.org/138182.html?thread=6073542#cmt6073542

I haven't been playing Lena terribly long, so if you require additional samples please let me know, I'm happy to write something.

Thank you for your time and consideration! :)
(deleted comment)
(deleted comment)

Re: -> ACCEPTED

[personal profile] enjoytheride - 2012-09-22 20:58 (UTC) - Expand
deritoto: crack (deal with it)

Yamamoto Takeshi | Katekyo Hitman Reborn | No reserve

[personal profile] deritoto 2012-09-22 01:11 am (UTC)(link)
Name: Dubs
Contact Info: Plurk: dubbins AIM: theamazingdubs
Other Characters Played: N/A
Preferred Apartment: Not really a preferred apartment in particular, but if there's one open with someone that might keep an eye out for him it would be much appreciated!
Character Name: Takeshi Yamamoto (he usually goes by Yamamoto)
Canon: Katekyo Hitman Reborn
Background/History: Link because I don't think you would appreciate me being a wise-ass about 350 or so chapters of this spectacular series.

All so don't look too close at the personality section in the wiki because it was made by 14 year olds with little-to-no character insight and I can pinpoint pages on the places I differ from the wiki knowledge. In short I'm a bigger nerd than them with a little background in psychology.

**A bit of a note, because I don't want to have to inflict super-powered world-saving teenage boy upon everyone right off. I'll be taking him just after he's been healed by Byakuran, which means that the key to his fancy shounen laser thing is currently a pretty blue rock. He can unlock it when he needs to, but first he'll probably just react to his surroundings. I love this series for all of it's craziness and flaws, but I am well aware how obnoxious super-powered teenagers can be.

Previous Game History: N/A
Personality: For the most part, Yamamoto seems like a friendly, easy going, laid back sorta guy. If he were a meme he'd be 'good guy Greg'. He's almost always got a smile on his face and you would have better luck convincing Wikipedia to unban Stephen Colbert than you would offending Yamamoto. He's got the patience of a saint and is very hard to anger. However, Yamamoto is much more complicated than he appears. In the beginning of the series, while people were fond and chummy with Yamamoto, girls formed possessive fanclubs about him, he didn't particularly have any close friends. He appeared to be the untouchable good-guy jock. He also attempted suicide at one point, so it's safe to assume while he is generally easy-going and good natured, he's prone to bottling things up. A recurring theme with Yamamoto is that there is always more going on than there appears.

Running with this theme, Yamamoto can come off as kind of a dufus, His grades aren't stellar, and he often blatantly ignores the obvious to the point where one could argue some sort of comprehension deficiency. However, he's good enough at acting that he actually makes people believe he's that spectacularly dense. In truth, he's one of the sharpest members of the Vongola, as Reborn (mentor of the group) has stated. Yamamoto's grades are low simply because he's too preoccupied with baseball and lets his grades slip. When he puts forth the effort he's very quick at picking up on things on his own. The biggest facade he has is his involvement with the Vongola. He always brushes it off saying it's a 'fun role playing game', despite nearly getting eaten by sharks, getting pulled into the future, as well as a number of other dangerous and occasionally ridiculous events. However, it's not a perfect facade. He breaks it on a few occasions, one being to give his friend a good punch in the face (because this is how you fix people's problems in Shounen) and verbally lecture him on what good he's doing for the family with his attitude. The facade seems to be more of a safeguard than anything, so that he can fall back into his favorite hobby whenever he wants and not feel pressured by the Vongola.

For a good while, Yamamoto struggled weighing the importance of his favorite sport, baseball, and his friends and the Vongola. He would worry about getting hurt severe enough to prevent him from playing, and would hold back when it came to fighting. His suicide attempt was in part because he had gotten injured and might have to sit out the season (it can be speculated that there was more than that going on, but it's not elaborated, for headcanon reasons I am going to claim that the 'untouchable good-guy jock' act was weighing on him a bit too much). Over time the Vongola won out, but it doesn't mean he's any less enthusiastic about his sport. He's got a competitive spirit, and despite having baseball on the brain, it shows in more than just his chosen sport. While at first he refused his father's teachings on the family sword style, he picked it up for the sake of his friends, and whenever he finds a good opponent he gets a charge in fighting them. His fights are always good natured though, he doesn't aim to kill and if his opponent perishes for one reason or another (an outside source, sharks, ect.) he gets visibly upset, which for him is saying something. It's also rare for him to fight out of anger, as one of his greatest strengths is his ability to keep a cool head in heated moments Most of the time anyway, the previously mentioned face-punching and lecturing while necessary could have been done at a better time when someone wasn't trying to kill him (Luckily their attacker found their teenage hissy-fits amusing and let them be while he sat back and popcorn.gifed). There are a few moments when he becomes irritated, but in the entirety of almost 400 chapters, Yamamoto is only seen getting table-flipping angry once. And that one time he was fighting a century-old illusionist (the big bad boss of the arc), and by employing tactics and strategies in a cool-headed manner, Yamamoto sent him crawling away with his tail between his legs to regroup. This was just after Yamamoto had been healed from aforementioned shish-kabobbing.

Despite his perception on situations, his ability to play up a facade, Yamamoto does still have his derpy teenage boy moments when he's let his guard down. When the world's most obnoxious small child one of his younger friends, Lambo, enters a room after a bath informing those in the dining area that "in the bath... THERE'S A BUNCH OF BOOBIES!" Yamamoto drops his drink and starts having an awkward flailing and choking moment with his friend Tsuna. And over the course of the series, Yamamoto lets his guard down more and more, using the facade less. It's still there, just simply added on as a kind of afterthought, at least with his friends in the Vongola. To strangers, while he's faster to open up than before, there's still an initial time when he slips back into it for comforts sake.

Overall, Yamamoto is a good kid who pretends to be normal, but has some unique quirks to him and a bucket of issues under the surface. He's a patient, laid back, calm, and good-natured baseball nerd, who will drop his bat and take up a sword for the sake of his friends.

Abilities/Powers: Leaving links to the wikis for any clarifications... as well as to prevent this section from ending up longer than the personality section it's happened to me before, sadly.

Shigure Soen Ryu : A sword style he inherited from his father, said to be the 'prefect technique'.

Rain Flame: Like most video games and a good deal of Shounen series, 'Dying Will Flames' are Katekyo Hitman Reborn's Shounen-laser of choice. There are several elements to them, each with different properties. Yamamoto's dying will flames takes form in a blue liquid-like flame called the rain flame. The property of these flames is 'tranquility', in term of application this means that it primarily works in weakening. When used against other attacks it slows them and weakens their power, it can also be applied to illusions- weakening them enough to break them/see through them. When applied to people it can slow them or stop them completely.

To put this in terms of an RPG, with along with his use of weapons and physical strength, Yamamoto is a debuff tank.

Vongola Ring/Vonolga Gear: The Vongola ring was a ring that helps the user channel their flames. The Vongola rings were a high level ring that could take a very high flame output. Within the ring is also the 'will' (fancy canon term for ghost aparently) of the first Vongola guardian of that ring. For Yamamoto the will inside is Ugetsu Asari. It doesn't particularly come into effect, there was only one instance where the wills could make themselves known, and it is not likely to happen again.
Also, when alit the ring can be inserted into a special box and unlock weapons for that flame element. The weapons can rage from actual weapons (swords and such) or fancy weaponized animals. Depending on the box the animal can attack or in some cases can even fuse to certain weapons to upgrade it. Also, the more animalistic box weapons have some sort of mental bond with their owner. They often share moods, or the animal will act more freely on the owner's inert desires I.E. Owner is engaged in a conversation they don't want to be in, the animal will outright turn-tail and run.

But you see. Something funny happened. The rings broke. So the Vongola rings were combined with the box weapons and got fixed with a handy dandy power upgrade. They became 'Vongola Ore' which, when input with a whooole bunch of dying will flames in a really dramatic fashion they became the 'Vongola gear'. Yamamoto's will take the form of a necklace. The necklace basically has the same function as the ring, only now provides a Sailor Moon-esque transformation sequence different weapons. Will be elaborated on later.

Vongola "Box" Weapons: Box weapons come in small boxes that could fit into the palm of one's hand, however because of some 'wibbly wobbly timey-wimey' things, Yamamoto's box weapons now come fused with his Vongola Gear Necklace thingy... yet are still called box weapons. We don't ask questions in Shounen series anymore.

Jirou: Jirou takes the form of an Akita, a classic Japanese guard dog. It's got teeth, claws, it's pretty big, and he helps Yamamoto hold swords. After his recent power-upgrade, Jirou can also cambio-forma with one of Yamamoto's swords... and makes the sword capable of smelling which is handy when you have sneaky hiding opponeents. And that's about it. For all intensive purposes, Jirou is a big cute fluffy dog.

Kojirou: Kojirou takes the form of a small swallow, and like most things with Yamamoto what you see is not exactly what you get. While the large weaponized guard dog is essentially a dog, the little tiny bird is, in fact, what is going the screw you over. When it flies and flits about it can dowse foes from overhead with rain flames, or it can fly around them for a more concentrated attack. It can also fuse with Yamamoto's sword to upgrade enough to channel rain flames more efficiently.

Ugetsu's four irregular swords: These four sword come out with Jirou, and they consist of one long sword and three short swords. To most this would be an unwieldy and clumsy sword combination, however, Yamamoto's height and build allow him to do so more efficiently. And I know this because I read junk of samurai as one of my many nerdly hobbies

Cambio Forma Version Vongola Gear: While Yamamoto still has access to his other cambio forma and weapons, with the Vongola gear, the weapons he summons forth are more personalized for him and not simply a predecessors hand-me-downs. Jirou and Kojirou fuse with his two swords and he can utilize them for a number of combination techniques.

Oops I just accidentally a hole in your wall: Aside from all the amazing shiny shounen lasers, Yamamoto is tremendously strong, and occasionally has issues holding back, especially when it comes to anything baseball related. For example, when someone asks him to 'toss then something' he will pitch it at them full throttle like it were a baseball. He has imbedded a ball into a concrete wall by accident like this.

Sample Entry: Because every game with a Yamamoto is destined for one of these posts sooner or later

Sample Entry Two:
Yamamoto looked out the window over the surrounding town below. He could hear the people in the room talking, some arguing, other's panicking, but he just remained calm and placid on the outside. He was only in the bloody hospital scrubs and his jacket, he had been just about to run for his clothes when... well, he passed out and ended up here he guessed. Part of him wondered if it was his fault for pushing himself so hard, if he hadn't passed out then he wouldn't have ended up here right? But this could have also been something Byakuran did, maybe that was why he had passed out? But then why did he give him the Vongola ore?

The teen stifled a sigh, he didn't want to bring any attention to himself to the others in the room. He still needed to get his thoughts together. Everything happened so fast, being attacked in the changing room, the surgery, the sudden healing, and he was up and on his way to try and help deal with the crisis with the Simon Family... and now he wasn't. Not too hard when he thought about it simply like that, it was just a very abrupt change. He could manage, he was sure, he just need a moment to think. He was scared, but otherwise okay. Still a bit whoozy maybe, not sure the healing did much to get rid of the fog from the pain killers. But he could walk. He could feel his legs again and everything. He would be okay. He wasn't sure he was only surrounded by strangers here either. There were probably more people in other rooms. Maybe his friends were here too, and where would they be if he was just moping like this? They were probably scared too.

Finally he stepped back and turned to face the people in the room with him. He could face them now, talk to them, things couldn't be as bad as they seemed.
Edited (I hate html) 2012-09-22 01:12 (UTC)
spacetrex: (Default)

Grimlock | Transformers: Fall of Cybertron | Reserved 1/3

[personal profile] spacetrex 2012-09-22 02:25 am (UTC)(link)
Name: Kevin
Contact Info: kbat86@gmail.com | AIM: EndIsOver | Plurk: Jinkuo
Other Characters Played: N/A
Preferred Apartment: Any open room on the first floor

Character Name: Grimlock
Canon: Transformers: Fall of Cybertron
Background/History: Canon background / Character background
spacetrex: (Absolute resolution)

2/3

[personal profile] spacetrex 2012-09-22 02:26 am (UTC)(link)
Personality:
Loud, angry, brash, and not always willing to follow the chain of command, Grimlock is considered a force to be reckoned with, even amongst his fellow Autobots. The type you wouldn’t expect to side with the “good guys,” but the massive transformer isn’t evil at his core, even if his methods may seem to be. When it comes down to it, he is loyal to the Autobot cause, and even more-so to the members of the strike team he leads. When separated from the surviving members of his team, he charges his way through Shockwave’s research facility to find and free them, paying no heed at all to any obstacle placed before him. He readily puts his life on the line to save the members of his squad, even if he doesn’t even know if they’re still alive or not, literally throwing himself at superior numbers and firepower without any hesitation. This loyalty to his squad unfortunately doesn’t translate well to the rest of the Autobots, and some are quick to question his loyalties if he acts against orders.

He was also a tactical genius, if you could call using overwhelming force to completely obliterate your foes genius tactics. But they worked, and Grimlock used to be able to put together very effective battle plans prior to Shockwave reformatting him. His generally shock and awe tactics in direct combat do however tend leave other Autobots more than a little rattled, or impressed, in the case of Cliffjumper. But they get the job done, and ultimately he feels that’s what matters. The team he leads is effectively the Autobot’s black-ops squad, and it’s a job he relishes, since being in the thick of combat is one of the things Grimlock enjoys the most. When Sharpshot is holding his teammate Snarl captive and directing the Insecticon horde to attempt to destroy Grimlock, he gleefully bellows for Sharpshot to “Bring more!” as he tears through the enemies already descending upon him.

Grimlock does generally have some issues with the Autobot’s chain of command however, as mentioned previous, and those issues tend to center around Optimus Prime. He feels the Last Prime is weak and cowardly, someone that retreats when he should move forward. This means they generally butt heads and Grimlock needs to be talked down (often by his team), if Optimus doesn’t find a means to avert the massive warrior’s fury. Which thankfully, the Autobot leader often manages to do.

That all said, the aforementioned reformat by Shockwave has caused Grimlock to have a slight fall from grace, if you could attach any grace to how he was prior to the reformat. Having 98.7% of his processing capacity funneled into combat ability has left the massive Autobot warrior hindered mentally, though not as much as Shockwave had predicted. Now even angrier and less willing to follow the orders of Optimus Prime than before, Grimlock is easily frustrated and prone to simply putting his brute strength to work. That’s not to say he can’t form a proper battle plan any more, it’s just going to take a little longer, since he needs a bit more time to process the information. Though without the assistance of his team, his general way to solve his problems as of late has been to utterly destroy anything that might stand in his way.

Abilities/Powers:
Being a Cybertronian, Grimlock’s main ability is that he can alter his form from that of a humanoid robot to, after his reformat, a giant robotic Tyrannosaurus Rex. Unfortunately, due to a program Shockwave inserted into Grimlock’s subroutines that he has not yet fully overridden, he cannot always transform at will, and is instead usually only capable of transforming when his anger peaks. He is also generally unable to maintain his alternate T-Rex mode for long periods of time, also likely due to the program that still lingers.

As it currently stands, Grimlock is also likely to be the most physically powerful transformer on all of Cybertron because of his reformat. He is easily capable of picking up normal sized Cybertronians and throwing them as if they weighed nothing, turning the hapless victim into a projectile weapon. He is also capable of ripping massive blast doors open, a feat that seems uncommon amongst Cybertronians, considering the shock of one of his teammates at the feat.

Also, as he is a Cybertronian, Grimlock’s weapons and equipment store internally, in a state where they are integrated with his body. This allows him to wield his massive Energon sword or shield at will, and then tuck them neatly away when they’re not in use. While his shield seems to be fixed on his left arm, Grimlock’s sword is not so limited, and he is capable of wielding it in either hand, letting it go completely, and effectively use it as a regular sword.

As tends to be standard for his kind, he has a sort of jet booster on the bottom of each of his feet, allowing him to dash quickly in any direction, letting him advance, retreat, or evade in an instant. He also possesses a pair of small boosters on his back, which he uses to move forward quickly when lunging at enemies with his sword. In addition to these boosters, when he transforms into his dinosaur alt-mode, he has two large boosters on his back that allow his equally massive alt-mode to move at speed.

3/3

[personal profile] spacetrex - 2012-09-22 02:27 (UTC) - Expand
quickly: (Default)

RED Scout || Team Fortress 2 || Reserved

[personal profile] quickly 2012-09-22 02:35 am (UTC)(link)
Name: Celes
Contact Info:
[plurk.com profile] danger (Plurk)
★ neonlicht[@]gmail (E-mail)
(Steam)
I never use AIM but my screenname for that is REDScoutonFire.
Other Characters Played: N/A
Preferred Apartment: With RED Medic, if they're accepted.

Character Name: RED Scout. He has no canon civilian name, but if he needs one for this game, I have a headcanon one: Timothy Jones.
Canon: Team Fortress 2
Background/History:
★ Information about Team Fortress 2: http://wiki.teamfortress.com/wiki/Main_Page
★ Information about Scout: http://wiki.teamfortress.com/wiki/Scout and http://wiki.teamfortress.com/wiki/Meet_the_Scout
Personality: Scout is, in short, a very boisterous and energetic young man. Spewing out insults such as 'chucklefuck,' 'chucklenuts,' 'blockhead,' and 'knucklehead,' he clearly doesn't care about being even the slightest bit friendly to anyone, even his teammates. On occasion, he will slip out a 'thanks,' but it's pretty rare, and when it happens, it's inevitable that it won't be long until another insult comes flying out of his mouth. His accent is sometimes hard to decipher, since it's a heavy Boston one, but once someone is around him long enough they tend to pick up on the way he says things. (For the most part, words ending with an 'r,' like 'liar,' adopt more of an 'ah' sound at the end, like 'liah'.) He is also very boastful -- this can prove to be annoying to others, and it clouds the Bostonian's mind where he can't see any faults that he has. In the Meet the Scout video, he's seen saying that he's 'a big deal,' and that his muscles are 'beautiful'. In all honesty, one can barely see any muscles at all, proving that Scout has a fairly large ego, at least in that sense. In the comic coinciding with the Mac Update, Scout is seen flirting with the female shop employee, and in the Meet the Director comic, he attempts to win the affection (or at least the attention) of the Administrator's assistant, Miss Pauling. Needless to say, Scout is the type of guy that hits on women pretty much all of the time with little to no success. (This may very well have to do with the fact that when he flirts he only talks about himself, completely disregarding the woman he's trying to woo.)

A big ego isn't the man's only personality flaw. He's also extremely impatient -- in the Meet The Spy video, he is seen literally yelling at the Soldier on his team to hurry up and unlock the door to the room in their base with important information hidden in a briefcase because they have no time to waste. Scout despises wasting time. In fact, as soon as a mission starts in the game, Scouts are usually the first class to run the heck out of the respawn point and toward the action. Life is short and there's only so much time to get stuff done, right? At least, that's Scout's point of view.

Scout, being the youngest class in Team Fortress 2, still obviously cares about his mother, which is evidenced by some of the things he says when the player earns an achievement while playing as him. He quite happily says, "hi, Ma!" and "look at me, Ma!" then, meaning that he's hoping his mother is paying attention to what he's doing and is hopefully proud of him, though he'd most likely never go out and actually announce that specifically. He also has a fondness for baseball, which can also be tied to the fact that he's still pretty young. He wears the same type of trousers a professional baseball player wears, as well as a batter's helmet and athletic shoes, and his main weapon is a baseball bat, which he swings with ease, most likely due to watching and studying his favorite teams play on television. If he actually shows interest in another person, (which is extremely rare and only shown in the official Team Fortress 2 comics mentioned above), he may bring up baseball with them as it's a subject he's fairly knowledgeable in.

He enjoys caffeinated beverages, his favorite being a concoction known as Bonk! Atomic Punch. (How he obtains these beverages is pretty much unknown, and he seems to have a relatively large supply of them.) These drinks amplify his energy, though even without them he's known to literally bounce off of walls. Usually his energy is used to dart away from the enemy as soon as he whacks them with either his trusty bat or the baseball hit by his bat, so he suffers minimal, or preferably no damage, and Bonk! Atomic Punch helps him even further by speeding up his step to push him out of harm's way. The fact that he drinks so many of these beverages probably proves that Scout isn't the healthiest man, in that he doesn't eat and drink things that are 'good' for him. In the Jarate advertisement, Scout is seen eating a taco, and in an official drawing, he mentions hot dogs. Nowhere does he ever mention anything remotely healthy, and though it's pretty evidenced that he cares about his mother, he may not actually listen to everything she suggests he should do. Either way, he's a fast-talking, even faster-moving force to be reckoned with, and his poor eating habits don't seem to affect his ability to fight.

Scout is extremely fast. After drinking a certain type of Bonk! Atomic Punch, he is able to run fast enough to completely deflect any sort of damage dealt to him, and other types of the drink cause him to simply run really, really fast -- faster than normal, even, and normally he's the fastest class in Team Fortress 2. Being fast allows Scout to obtain secret information about the enemy, which is undoubtedly very, very helpful for his team to capture all of the points. Scout can also double-jump, and being the only class with that ability, can easily get out of harm's way and/or attack enemies before they can even figure out what hit them.

Though, being fast and small has its downfall, in that Scout takes a lot of damage when he is hit. Running away after shooting an enemy with his pistol or smacking them with The Sandman is usually the smartest course of action for the boy to take, since only a few hits cause him to pass out completely and, in the canon of Team Fortress 2, get sent back to the respawn point.

Abilities/Powers:
⚾ Scout is pretty fast, as stated above. Though certain drinks allow him to take less (or no) damage, it can be assumed these drinks will not be in Haven and so, while Scout's speed will still be faster than most, he can still take damage quite easily.
⚾ Scout can double-jump to get to higher places. When equipped with The Atomizer, he can triple jump but at the cost of taking damage, as he hits himself with the bat to make that third jump.
⚾ It can be safely assumed that Scout is decent (at the least) when it comes to playing baseball. In TF2, when he is equipped with The Sandman, he easily tosses a baseball into the air and hits it with the bat, sending it flying into an enemy. Since he's pretty much obsessed with the sport, he has probably practiced it quite a bit in his free time!
⚾ Scout can wield small guns without a problem. He can also wield a mackerel if need be.
⚾ Apparently Scout can down quite a bit of caffeine without getting sick. That's a pretty admirable ability, I'd say.

Sample Entry: Post from Mayfield.
Sample Entry Two: [OOC: Not set anywhere specific!]

The clock struck seven and the sun's rays shone bright through the cracks in the blinds, instantly waking the young man. Though he had went to bed quite late the night prior, he knew he had to be ready to go and seize the day as soon as possible. After all, being late was not an option. Tossing the sheets down to the bottom of the mattress, he sat up, wiped some sleep from his eyes, then maneuvered to face the edge of the bed where he quickly planted both feet on the ground. While glancing around his room to assist in waking up, he spotted a framed picture on his nightstand. The image was clear, and it consisted of his mother, his eldest brother, and his father. Forcing himself to finally stand up, he wandered over to the nightstand and picked up the frame, bringing it to eye level.

Memories began to flood his mind as he stared at the photograph; in particular, he stared at his parents, one of whom he never personally knew. When he was but a mere infant, his father had left his mother for a reason he could never understand, and no matter how many times he had asked her what had happened or who he really was, she refused to tell him more than a few words. A few meaningless words.

He carefully sat the frame back down and closed his eyes, taking a deep breath as he wondered how his mother felt at that very moment. Not about his father, no, but about him. Today was important, but unfortunately, Scout's mother was not permitted to be with him. He wouldn't have wanted her to be there, anyway. He couldn't bear to put her in danger, no matter how even at his current age, he still felt a bit vulnerable.

Reopening his eyes, he wandered toward the bathroom, where he would shower and put his clothes on for another day at work.
yellowascot: (Determined)

Arc | Final Fantasy 3 DS | Reserved

[personal profile] yellowascot 2012-09-22 03:29 am (UTC)(link)
Name: The Guindo
Contact Info: E-mail: theguindo@gmail.com, DW: [personal profile] theguindo, AIM: PianistOfRaielin
Other Characters Played: N/A
Preferred Apartment: None

Character Name: Arc
Canon: Final Fantasy 3 DS
Background/History: FFwiki's FF3 plot summary, Arc's role

Personality: Arc has always been shy; he tends to stammer and freeze up in social situations, unless he's already familiar with the people involved. But he is also very polite, and that need to be courteous can sometimes overcome his shyness, but it's more like falling into a routine and letting a program run in place of personality when that happens.

Because of his shy nature, he always had trouble making friends, and was a bit of a loner. In place of friends, Arc read books, anything he could get his hands on. This gave him a vast wealth of knowledge. Sometimes he can go off on intellectual tangents forever and it's hard to get him to shut up (ironic considering how hard it can be to get him to talk in the first place). Despite this, he doesn't act like a know-it-all. He doesn't pretend he knows everything; he'd rather admit what he doesn't know so he can learn new things.

He's also a very passive person, preferring to avoid conflict whenever possible. Of course, thanks to his journey to save the world he's gotten slightly better about that. He knows how to defend himself now and won't run from a fight if one starts, but he'd still much rather not have one start in the first place. He's not very brave (he lacks confidence in himself and his abilities), but he's not a coward either (he will face whatever is thrown at him, to the best of his abilities). He's also very prone to panicking when he's overwhelmed, especially in unfamiliar situations.

Even though he's usually shy and non-confrontational, Arc can be very stubborn once he's set his mind to something. If he's decided he's going to do something, he'll make it happen, and he's not the sort to back down when he feels he's in the right. He will always stand up to defend others, even if it means starting a fight. Being a victim of bullies himself for most of his life, he absolutely does not tolerate bullying when he sees it.

Among his friends, he's much more friendly and open, and far less hesitant. Arc is a very warm and caring person underneath his crippling shyness, and he's always willing to help people out if they need it. The guardian forces of his world dubbed him the Light of Kindness, and it fits. Unfortunately, his kindness and willingness to help can make him easy to take advantage of.


Abilities/Powers: Oh boy. Grab yourself a sandwich.

Arc's world is kept in balance by the four crystals of light and the four crystals of dark. The balance between light and dark must be carefully maintained, and whenever one force begins to grow stronger than the other, the crystals choose four warriors to act as their champions and restore the balance.

Arc is a Warrior of Light chosen by the crystals. He was granted a selection of skillsets known as jobs, each job coming with its own set of abilities, strengths, weaknesses, and gear specialty, as well is its own unique look. One job might have the ability to cast healing magic, another is a master with a bow, another can summon spirits to his aid--but there's no skill crossover. One job, one set of abilities.

He can switch jobs at will, going from one highly specialized skillset to another, but at the cost of an adjustment period known as crystal sickness. Going between similar jobs, like white mage to black mage, will have a shorter crystal sickness period, while going between vastly different jobs, like white mage to viking, will have a much longer period.

Crystal sickness in-game is a condition where stats are lowered for the duration of X many battles. In RP, I'll be playing it as something more akin to the symptoms of a hangover, with length and severity mirroring the number of battles such a switch would take in-game. Switching jobs before the crystal sickness has passed will extend its length. The game puts a maximum of 10 battles on it, I'll be using a maximum of 24 hours.

The FFwiki has a list of specific jobs in FF3.

tl;dr summary: Arc is a very versatile person in terms of combat ability, but he only has access to one set of skills at a time and cannot switch between skillsets frivolously.


Sample Entry: Test drive thread

Sample Entry Two: [This was originally written for Time and Tides]

The city of Lindblum was impressive from the outside: a huge, looming affair of walls and towers bursting forth from a mountaintop. The forms of airships, made tiny by distance, wove between patchwork clouds, flitting to and fro like clockwork birds. It was breathtaking in a way that only something truly magnificent can be.

On the ground, however, Arc found that the city was breathtaking in an entirely different manner. What was majestic from the outside quickly became an imposing collection of towering buildings and sprawling streets from the inside, filled with milling crowds of unfamiliar faces. In places, the streets narrowed into thin alleyways, and Arc felt as if the city were closing in on him, the buildings looming over him like beasts. The open spaces, the market squares and the clearings in the forest of concrete, felt distressingly empty, as though the buildings had only drawn back in order to regroup and renew their assault.

It was in one such clearing that he finally stopped. For the past half-hour he'd kept himself calm by repeating in his mind reassurances like, "The main road should be just the next street over," and "I'm sure that street name sounds familiar." But now, he was forced to admit to himself that he was, without a doubt, unquestionably lost.

He was lost, and he was terrified of the thought of walking up to a stranger in a strange place and asking for directions, and the buildings were staring with those soulless eyes called windows and he could practically feel them closing in on him, like tigers, tigers of a concrete jungle, prowling for unsuspecting victims in adorable yellow ascots--

Something did pounce, and he let out a scream--except it was less a pounce and more a jostle, and less a scream and more a loud squeak. He whirled to face his assailant, backing away, hands held tightly against his chest, eyes wide, lip trembling.

The 'assailant' who'd bumped into him was a girl, not much older than he was, with large teeth and an ocean of a coat ill-fitting on her spindly form. "Oh," she said, when she saw his reaction (must not be a local, she thought), "sorry, you alright?"

"Q--! Quite fine thank you, for, um, for asking, I'm--I'm perfectly alright, nothing amiss, honest-- Th-thank you..." It was just a young lady, perfectly innocuous, it wasn't as if he'd been the target of some burly mugger, everything was fine, Arc, just fine...

The corners of her mouth turned down just slightly, as if his reaction had sparked some hint of concern or contempt, but all she did was nod and continue walking right past him, quickly vanishing into the throngs of people that filled the square.

He stared after her for a long moment, breathing slowly in and out, in and out, trying to force the panic back down to something manageable.

It was only after several long minutes that he finally realized he'd missed the perfect opportunity to ask for directions.
Edited (whoops i misunderstood what the samples were looking for) 2012-09-22 03:32 (UTC)
escutcheon: (♕ 32)

Grey Warden Cousland || Dragon Age: Origins || Reserved

[personal profile] escutcheon 2012-09-22 04:07 am (UTC)(link)
Name: Clamor
Contact Info: Plurk - Macabreclamor, AIM - Witcardsnribbons
Other Characters Played: N/A
Preferred Apartment: None. (But preferably rooming with Hope Estheim.)

Character Name: Artis Cousland, Also known simply as 'The Grey Warden'.
Canon: Dragon Age: Origins
Background/History: Here, with a more in depth look at the choices presented here.
Summary:
Sided with Mages, destroyed the Anvil of the Void, lifted the curse from werewolves and allied with Dalish Elves, saved Connor, spared Loghain's life, and made the ultimate sacrifice.
Previous Game History: Taken from Hellpointe and Abax.
Hellpointe proved to be a rude awakening for the stuck up Cousland, who for the most part was well used to having her orders followed to a tee and therefore everything being under control. Not so in Bell Pointe, where a disasterous incident with the resident cannibal in the woods resulted in a badly bruised arm, a snapped sword, and temporary muteness. Her time spent there forced her to realize that a leader, no matter how good at their job, could achieve nothing alone. And so she set about making allies and networks of aquaintences. Hope Estheim, Snow Villiers, Travis Touchdown, Chris Redfield, and Henry Cooldown are but a few people she really learned to trust.

As for Abax, Cousland was much worse off than before - having died in Canon shortly before being dropped into the city of night. The same lessons were learned here as well - make friends, or die alone. For a time Cousland was graced with the presence of several others from Ferelden - namely the Hawke family as well as Zevran Arainai, her most trusted friend. She was also taken in as an apprentice with the Brotherhood of Assassins, mentored by Francesco Vecellio for a short span of time before his disappearance. Unfortunately she wasn't terribly good at the skills required (I.e. anything that needed agility and sure-footedness) and gave up on actually becoming a true Assassin. For the most part she was on good terms with the Brotherhood and learned much about teamwork from Altair, as well as offering heavy support in combat where the others weren't able to weather physical damage quite as skillfully as she.
escutcheon: (Default)

[personal profile] escutcheon 2012-09-22 04:15 am (UTC)(link)
Personality: It might be good to be king, but being nobility is pretty damn awesome too. You get to boss all the little people around and tithe the crap out of the peasantry.
Thankfully, Cousland is nothing like the stereotypical spoilt little rich girl that one might expect from a noble house. Her parents ruled Highever justly and therefore passed down that knowledge to their children, making a point of enforcing the ideals of honesty and mercy. But still, being rich was kind of awesome since going hungry was never a problem.

Spoilt lifestyle aside, Cousland fancies herself as the avatar of the perfect knight - honorable, lawful, someone with sound judgement as well as being quick to defend those that can't defend themselves. She's the kind of person that would throw themselves under the bus to save someone else without a second thought. Fear of death has little sway over her decisions no matter how gruesome it might be. And besides, once one commits to a decision, one might as well follow through.
She is especially protective of children - a habit developed soon after her nephew was murdered in his bed. Frequently the Warden's merry band of misfits were forced to accept menial sidequests that took some time to complete simply because it either involved a missing child or one that was in danger in some way.

But when not prancing about being the knight in shining armour, Cousland herself possesses a wry, sarcastic sense of humor, bullheaded stubbornness, and an unfortunate tendency to bite off more than she can chew - the last of which typically landing her in trouble that could be easily avoided. Overall the young Noble is a fairly easygoing sort, quite a bit like her father. She's eager to make friends or positive relationships, but unfortunately isn't the best at deciphering the difference between people genuinely meaning well and those looking to stab her in the back later on down the line. Maybe it's a family bloodline thing. Even then, she's more inclined to believe in the 'innocent until proven guilty' idea and will usually ignore rumors unless thorough, unbiased evidence is laid out in front of her.

Killing innocents is never an acceptable choice when given an option between hard work and the easy way out - she would rather spend weeks weeding out the guilty rather than indiscriminately murdering anyone and anything in her way. This created a bit of a delay when dealing with the Brecilian Forest, as the werewolves had no such compunctions about attacking her party. Not to mention saving Arl Eamon's son, Connor, which required trekking to the Mage Tower, clearing the demons inside, and requesting aid from the Circle of Magi. It would've been much quicker to just kill Connor and go about her business.

Pragmatism is the name of the game where she's concerned, and as a consequence she can be overly blunt when approaching problems with direct solutions. This isn't intentional maliciousness, but may be interpreted that way by those looking for a fight.

Abilities/Powers: Functioning as the party tank requires several skills. The first being, of course, the art of avoidance and deflection, which she is well-versed in. Cousland is physically very fit and capable of wearing plate armour that most would find impossible to lift, let alone move in. Secondly, there's her preferred choice of weaponry - a sword and shield. Really the only way to deal a fair amount of damage to her in battle is to either sit in her blind spot (Behind her), as she's become proficient enough to ward off flanking attacks with her shield, or so catch her unaware, unarmed, and out of her armour. Unfortunately she is quite slow as a consequence of all her defensive abilities and can be outmaneuvered easily by a skilled adversary. Assuming they don't get a fist in the nose, of course. Cousland has been known to hit like a Mack truck with prejudice.

Next, there's the in game skill trees known as specializations. Cousland specializes as both a Champion and a Guardian, although with the latter she is still in the stages of learning. Both skill trees offer crowd control and ally buffs at her own expense. As a Champion, she has two abilities: War Cry and Rally. The first is a wall of magic reinforced sound that forces enemies back within her immediate vicinity and knocks them over unless they're nimble enough to keep their footing, and the second is a magical aura that strengthens defensive and offensive capabilities of her allies.
The Guardian tree focuses on self-sacrifice to defend teammates. As someone still learning to master her second specilization, Cousland is only barely able to construct a Guardian's Shield around a target - which absorbs incoming damage but drains her stamina - but as of yet it isn't terribly strong and won't hold for long.

All skills drain her strength and requires time to recuperate. As such, she wouldn't be able to keep up three auras, block incoming attacks, and still be mobile (Or conscious for that matter). But they can be toned down at mod request.

Lastly all Grey Wardens have the innate ability to detect Darkspawn of any size or breed, although in return the Darkspawn will know where she is as well. It's not a precise sense such as knowing how many, what size, and what breed of Darkspawn are in a location, but instead more like having a niggling feeling that tainted creatures are approaching from a certain direction and that they're relatively near.
Sample Entry: Here.
Sample Entry Two: Ba-thump. Ba-thump.

That was a noise that the Warden was relieved to hear. A marvel of nature, really – she could almost think of it as an internal drummer, insisting that she keep marching at ever greater speed regardless of her screaming muscles. For the longest time, she simply stood there, listening.
...she should be dead, right? That’s what happened to Wardens after they killed an Archdemon. Unless Riordan was wrong, and somehow she completely missed being dumped in some other country with no sign of civilization that she recognized.

As distracted as Artis could be, however, she highly doubted that was the case.

And yet, here she was, standing in full armour with a sword in hand and a shield in the other, knee-high in dead grass like some poorly located statue. Her arms suddenly dropped limply to her sides, the peaked helmet slowly pivoting back and forth while the swordswoman studied what amount of landscape she could see through the slits in her visor. But as she squinted against the bright sunlight, there was just the faintest suggestion of a huddle of buildings in the distance. True, said buildings looked rather ramshackle from this distance, and the waves of heat didn't help to clarify the image much either. But she'd take what she could get.
Perhaps she could ask for directions there.

Or, failing that, threaten the first mage she came across until he or she set up some sort of magical conveyance spell. There was no way she was going to hoof it all the way back to Fort Drakon on foot.
tsundaga: (I've been waiting.)

lightning farron ‣ final fantasy xiii ‣ reserved ‣ part 1 of 2, i am so so sorry, blue

[personal profile] tsundaga 2012-09-22 05:11 am (UTC)(link)
Name: Trace
Contact Info: Amxire (aim) or I'm on plurk.
Other Characters Played: n/a
Preferred Apartment: Same as Leon Kennedy, please! :)

Character Name: Claire Farron Lightning Farron
Canon: Final Fantasy XIII
Background/History: Wiki: Lightning | Wiki: Final Fantasy XIII

Previous Game History: I'll be bringing her from [community profile] exitvoid, where she spent a good six months, OOCly. (Something like four months ICly.)

While her time on the island left her core personality unchanged, there are some definite changes to her more surface-level personality. For one, the island instilled in her a sense of 'bad things are happening to us and we're literally stuck here with no way to fix them', the way Kernos (Exitvoid's NPC team) toyed with various horror events. That being said, she's a bit more pent-up and tense than canon left her, and she's carrying a bit more helpless frustration. On top of that, she's come to be somewhat more accustomed to such horror concepts as the undead or various other bodily horrors. After the island, she's entirely too familiar with a situation with limited mobility and an omnipresent individual or group working to make their lives hell.

Meanwhile, to keep from going insane with inactivity, she took it upon herself and Hope to keep an eye on the island's farm, and she took the horses out on the beach pretty regularly. As such, she's a bit more animal-inclined than she was in canon, just by habit.

With the time she's spent away from home, she's not quite as accustomed to being around the whole group as she once was, nor is she as close to Snow, Sazh, Fang, and Vanille as they recall her being, though if they show up that's bound to change. Hope, however, was with her throughout her time on the island, and her primary goal ended up being to keep him safe. This didn't end nearly as well as she planned a lot of the time, but he didn't end up dead, and that's what's important.

A bit of new CR developed in Exitvoid, but only a couple of them were significant enough to mention here, those being:

LEON KENNEDY, from Resident Evil. They met by angsting all over one another in the barn, and proceeded to fight together for the next few months and occasionally almost talk. They really didn't technically know each other all that well, but if she'd needed someone to protect Hope for her, it would've been Leon that she would've asked, and that says something. He's one of the few people she doesn't see as somewhat (or entirely) incompetent, and he's reserved enough without being a solid brick wall that he's kind of refreshing to converse with. She'll be glad to see him here in Haven.

DRACO MALFOY, from Harry Potter. God, I don't even know how, but they ended up being fairly decent friends. She was even going to teach him to fight without having to rely on his wand, but then the island went all to hell and he disappeared before she had the chance.

Personality: (I am so sorry for this, Blue.)

Lightning Farron is conflict. Her interactions with others, her innermost thoughts and emotions, and even her personality traits. She's both silent and raging, gentle and harsh, proud and humble, depending entirely on who you are and how she's feeling at the time.

To a stranger, or even someone she knows but doesn't respect, she's off-puttingly independent. She doesn't need you, and doesn't put the slightest effort into pretending otherwise. (In the beginning of the game, she and Sazh are behind a rock surveying the enemy. He's voicing his concerns, saying they probably should hold off, but right in the middle of what he's saying she runs off to fight them. That's not even the first time she's done that to him, even so early.) You can travel with her for three game-chapters and she's still A-OK leaving you behind because you're tired and she doesn't want to stop. ('They'll catch up eventually,' were her exact words to Hope.) In conjunction with the above: In most aspects, she's very confident. For the most part, I'm referring to confidence in her abilities, her skills as a fighter and a tactician. This spans from monsters (the first monster she and Sazh have to fight, Sazh cowers, but Light says 'Watch and learn,' and kills it without batting an eyelash) to soldiers/other humans or l'Cie (they're surrounded and disarmed by PSICOM soldiers, and she's totally unconcerned. She backtalks them casually, then disarms one and takes out four or five more. Another example is in the flashback to when she volunteered for the Purge train. Sazh had asked why, because she didn't seem ready to go quiet. She said, "You want quiet? You'd better take the next train."). Adding to 'confident' and 'independent', she's also very, very determined. When she sets her mind on something, she does it. (To Hope: "It's not a question of 'can' or 'can't'. There are some things in life you just do.") Because of her determination, she goes for the biggest available target at all times, be it a massive beast or the capital city Eden's fal'Cie. Her determination is even strong enough to counteract her quick temper, a lot of the time. If she has a choice between sit there and be pissed and progress toward her goal, she'll drop it and progress.

As I just mentioned, that's another thing: Light has a very quick temper. It's funny, because she's normally so calm and collected that when she does rage, it's that much more powerful. For smaller things, she just gets aggravated (After Sazh messes up her anti-gravity boot things, activated by snapping apparently, she only snaps her fingers twice to try and turn them on before letting out an aggravated ‘Tch’ and turning away.), but for more controversial topics, she goes so far as physical violence in her rage. The touchiest subject is her sister, Serah. (I'll talk more about Serah later, but there'll be some bits and pieces here.) Most of it's directed toward Snow, who gets punched numerous times throughout the game in reference to Serah, but even Sazh is on the receiving end once or twice (Sazh was saying early on how there’s gonna be no way to save Serah even if they do find her, and he’s sounding even remotely sympathetic. But he says kinda that she should kill her for her own good. Light, shoving him, rages: "Just say it! Any l’Cie, anyone who might ever become a l’Cie should be wiped off the face of Cocoon! … It’s people like you that created the purge to begin with.")

Lightning's also a very proud individual. In the few scenes where the ground's shaking or the enemy's passing close overhead, and everyone else is cowering or on one knee, Lightning's always the one who's still standing and ready. Her pride almost hits a point of desperation, when she's telling the others about her choice to go against their focus and fight the Cocoon fal'Cie. It's summed up by her close-to-opening statement: "I will not die a fal'Cie slave!" (Even knowing refusing her focus means becoming a Cie'th, she argues, "Our focus doesn't matter! I don't. Take. Orders. From fal'Cie! How I live is up to me." But the tone of voice she has in that scene is a bit hard to describe... It's like she's fighting to be able to choose how she lives, not fighting to prove that she does choose. Like she's saying all that to make it true. If that even makes sense?)

Her sense of humor--yes, she has one, shut up--is very dry. (Example 1: They're facing an enemy, Sazh says, "They want to fight." Light replies, "Good for them." Example 2: They run into a Sanctum fal'Cie, one responsible for providing food. They consider killing it. Light says, "So… kill him and cut off the food supply. That'll make us popular." Final Example: Someone in later cutscenes says to her, "You're dead." Her reply? "You first." And she kills the dude.)

Lightning is very hard on others, even those she cares about. She's very good at telling someone what's wrong with someone in the bluntest words possible and leaving them at loss for what to say. She does this to Snow in canon, a speech that ends with, "Snow? You're all talk." Which is kinda the biggest insult she could give him at the time. (Pardon this for being an RP example rather than canon, but this thread is a slightly lesser example of that same tendency.) On the journey, she's hard on each of them at times. Take Sazh, for example. (They'd been walking for quite a while, and most of them were exhausted. Sazh and Vanille and Hope want to rest but Light's walking off. Sazh says, "What, no break?" Light: "They’re tracking us." Sazh: "I know that. I know that, but we aren’t soldiers. We don’t have your kind of stamina." Light sharply replies, "You’ve got enough to complain." And walks off.) Or Hope. (Sometime after she and Hope start to kinda bond, when it's just the two of them: She and Hope come upon soldiers on the ground. Hope wants to help them, and reaches for one. Light grabs his shoulder and launches him back on his ass. "Control your emotions! If you want to survive, you forget about sympathy." Hope was sufficiently silenced.) She's even hard on Serah, the sister she loves more than anyone in the world. (At Light's 21st birthday party thing, Serah admits that a: she's a l'Cie, and b: she's engaged to Snow. Light's furious. She says, "You became a l’Cie, so now you’re going to marry this idiot? And you think I’m going to buy that? Full points for originality. But don’t forget: If you really are a l’Cie, it’s my job to take care of you." She can tell Serah was affected by that but doesn’t seem to care. "This is ridiculous. Worst birthday ever." And turns away with her arms crossed. In her defense, it never occurred to her that the l'Cie thing could be true, but still.)

More than anyone else, though, Lightning's hard on herself. Especially over not believing Serah about being a l'Cie. She openly blames Snow for losing Serah, but inwardly really blames herself. He just becomes the punching bag to vent it on. Not that she doesn't blame him some, but I'll talk about that later. Either way, Light is absolutely a big bag of regret over how harshly she pushed Serah away at the birthday party. (Sazh asks early on if Light knew what Serah's focus was. Light said, softly and with her head bowed, "I didn't ask." Later, Vanille asks if Serah said anything about her focus. Light says, "Nothing." Vanille says, "Maybe she just… didn't want to worry you!" Light says, quietly again, "Or maybe she just didn’t trust me." And walks away.)

Lightning's got two different crises-responses: One for a crisis she can handle, and one for a crisis she can't.

For the ones she can handle, she's generally got a very level head. It may seem like she rushes right into battle, but you'll always see her wait at least a few seconds first (unlike Snow, who charges right in) in order to form some sort of a strategy. She'll observe the enemy, even if it's just briefly. No enemy is too large for Lightning, even if it is. She doesn't hesitate, doesn't falter, doesn't show fear. She's got it under control, and she knows it and makes it known. For this reason, actually, people seem to follow her. It's because she's a perfect mix of independent, determined, and confident, and people feel like they can look to her for leadership. How else would she have a party to travel with, despite how often she blatantly walks off on her own?

Then, there are the crises she can't handle. Being a l'Cie is one of them, quite possibly coupled with losing Serah to crystal. When the problem before her is one that even Lightning sees no way to climb over, she defaults to battle. She says so herself, in canon... After becoming a l'Cie and losing Serah, all purpose she'd had before had disappeared, and she threw herself into battle after battle because in battle she doesn't think. Not in the same way. Hope did it, too, he as well admitted it. She fought mindlessly because that was the only way she felt she accomplished something, even an empty something. So basically: When the odds are impossibly against her, expect her to just reject everyone and start fighting any enemy on sight.

I've listed quite a few traits of hers above. However, most of them also have exceptions, occasions where they falter. Her confidence, for example. It's shaken a couple of times in specific. For one, her Eidolon battle. (She basically feels like she's being torn apart with her brand at the center, like her body's out of her control. Afterward, while she's still in recovery, she tries to brush it off: "Magic and mumbo-jumbo... I must've hit my head on that Purge train.") Another instance in which she shows a surprising lack of confidence is in Palumpolum when she and Fang split off from Snow and Hope. ("Hey, Fang… The others are safe, right? If any of us got caught… they’d make an announcement.") If it were the whole group, she'd have just stated that things were alright, none of that hesitation. I think this is because Fang was a) clearly smarter than Snow, and b) had just as much confidence as Lightning, if not more. Fang and Lightning are a lot alike, as far as their confidence and their outlook on battle, but... They're a bit like yin and yang, I'd say. They're alike in the ways mentioned above, but Fang's the snarky, outgoing, positive version, whereas Lightning's the withdrawn, serious, and generally painfully blunt version. Anyway, so this was kind of a bunny trail, moving on...
tsundaga: (in crystal)

part 2 of 2

[personal profile] tsundaga 2012-09-22 05:12 am (UTC)(link)
[Now, I'll talk about three of the most important people to her in-game, because their relationship with her says a lot about her personality as well.]

First, Serah. Her younger sister. Ever since their mom died, Light did her absolute best to provide for them. She threw herself into her job so she could support the two of them, and she developed most of her 'strong, silent type' behavior in trying to be strong for Serah.

She was raised under the sanctum's thumb, so she was pretty much firmly set in the Guardian Corps mindset. This involved, among other things, believing that Pulse l'Cie were dangerous and the enemy and needed to be destroyed on sight. And her job meant a lot to her--Light had just been approached by her sergeant about two days before she found out about Serah becoming a l'Cie about getting a promotion because she was 'long due'. But when hopping on the purge train meant losing her job, she went against everything she'd ever been taught and everything she'd ever dreamed and quit the Guardian Corps in a heartbeat to go save her l'Cie sister.

She's very protective of her sister, and always has been. She rejected Snow from the get-go because he (in her eyes) wasn't nearly good enough for her Serah. Then, when they find Serah in the fal'Cie area near the start of the game and Snow tries to help her, Lightning practically growls, "Hands off. I'm taking her home."

The strongest emotions Lightning feels and have ever felt have all been in reference to or aimed toward Serah. Her strongest rage was at Snow and at herself just after they lost Serah to her fulfilled focus. She was near hysterical shouting at him. Her softest 'soft spot' is toward Serah, too: As a minor example, right before Serah turned to crystal, Light actually stopped raging at Snow mid-sentence to listen to what Serah had to say. Lightning's strongest loyalty and deepest regrets both belong to Serah, as well as many other emotions I don't have the coherency to name at 4 AM.

One emotion I'm going to highlight, though, is the aforementoned 'regret'. Throughout most of the game, she's trying to fight enemy after enemy just to keep herself from thinking of how much she failed Serah. Failed to show her love, failed to protect her, failed to trust her and help her when she needed it most. It's killing Light inside, to the point where even the mention of her sister can make her explosive and broody. But unlike Snow, she's not fighting to get Serah back. From the very start, Lightning condemned herself to believe that she'd failed Serah forever and that was that. (Another case of her being hard on herself.) She just couldn't accept it when Snow told her it wasn't the end, because of how deep her emotional rut of failure had gotten.

That brings me to the next relationship: Snow.

This is a tough one, because the relationship really does develop a ton over time. I'll do a little bit of how it starts and a little bit more of how it ends, since that's the canon point I'm taking her from.

Lightning has no respect at all for Snow Villiers in the first half of the game. She vehemently rejects him when he tries to call her 'sis'; at that point, she wouldn't even consider them allies, let alone related. The only time she can cooperate with him is where Serah is directly concerned. (The only two instances coming to mind are how they kind of get along trying to reassure Serah right before she turns to crystal, and how when the Pulse Vestige is being shot at and it's acting all earthquake-y, the two of them get right up into each other's personal space in order to shelter crystal!Serah with their own upper bodies.) She's also disgusted by his lifestyle. How he "leads around a bunch of kids. A group called NORA. It's a stupid acronym."

She absolutely, 100% of the time, without a doubt vehemently rejects him every time he even hints that he can protect or save Serah. She roundhouse-punches him square in the face twice in a ten second period for it. Just marches up and bam. She means business, man, no kidding.

However, as the journey progresses and she pulls the stick out of her ass comes to terms with the situation and what they have to do, she becomes less and less hostile toward him. This is just my guess, but I'm pretty sure one of the main reasons Hope went with Lightning originally was because Light hated Snow almost as much as Hope did. They'd both lost someone important to them 'because of Snow'.

Sometime around her Eidolon battle, something changes. (This makes sense; Eidolon battles are in moments of extreme emotion, to 'release you from the stress of being a l'Cie into death's embrace' basically. But if you win the fight against them, that purpose changes to something more like, 'To give you the strength you need to overcome the task at hand.' While a simple Summon can't do that, the symbolism's still there.) Right after that battle is what I'd consider the turning point with Snow. Hope was going on about how Snow let his mother die (as usual) and Light actually corrected him. Told him it was the Sanctum, not Snow. Defended Snow.

After that, she wasn't necessarily friendly at first, but there was a definite change. (For example, in Palumpolum: Snow was pretty much unconscious from falling off a building then hauling Hope around then getting walled by a beastie. After the part of this scene with Hope, Fang's like, "Don’t forget about this one," and crouches beside Snow. And Light kinda dryly says "That one'll be alright." But then she goes and puts Snow's arm over her shoulders to help him walk. "He’s too stubborn to die." And she helps him walk off. Voluntarily. With physical contact and everything.) And when Snow wakes up from that example scene, Light's pretty gentle with him then, too. Tells him to lie back down, then comes and sits by his bed. She then proceeds to open up to him, tell him all about how badly she still hurts/feels regret over that whole mess with Serah. She even apologizes to him in that scene, for how she'd treated him at times. Definite progress.

And near the end, they have a discussion about his plans for him and Serah when they get Serah back. She's satisfied with the answer, so she goes to walk off, but he makes a comment about 'if he ever gets to see her again'. She (standing behind him) roughly puts a fist against his back and says, "Don't go there. There's no room for doubt." He agrees, and she goes on to say how they'll see her again, and soon. She's going out of her way to help him, to comfort him. Aside from Serah, she only does that for two people in the whole game: First Hope, then Snow. (And another note about that scene: By then she clearly feels some sort of bond with him, because as it fades to black, it shows her stepping forward and resting her forehead on his shoulder from behind.)

I could give a million more examples, but I'll summarize from there.

At the canon-point from which I'm taking her, Light genuinely does see Snow as her brother, though you could probably stab her a few times before she'd admit it (his head's big enough already). She's still very touchy about him and Serah, but as long as he seems able to discuss it maturely, she trusts him with her a lot more than she used to. Now it's not, 'you stay away from her', and more, 'you'd better marry her and treat her nice 'cause if you don't I'mma kill you'.

Last of all: Hope.

Though it wasn't as difficult to accept Hope as it was to accept Snow, it was definitely a challenge at first. Hope was... let's face it, a whiny little punk. He moped around and couldn't fight for shit, and he knew it and Lightning knew it. So what made her give him a chance?

From the very start of his time following Light, he was determined to be better. Stronger, and more observant, just so he could be something more than 'that worthless kid' to Light. Of everyone, she was the one he immediately latched onto to look up to, and someone to become more like... And he did. In a few scenes, his lines could've just as easily come from Lightning, and he definitely starts to hold his own in battle. He complains less, and tries to be more helpful.

In return, Light gained a respect for him pretty early off. In one cutscene, she asked him (in reference to battle) if he's 'got her back'... And it's very unlike Light to trust anyone but herself to have her back. He's also the first person she lets call her 'Light' rather than Lightning. And from then on out, most of the time at least, she talks to him like a fellow adult--a benefit she doesn't even offer Vanille a lot of the time.

When he acted weak, though, especially at first... Hope got the same cold shoulder Lightning gave everyone else. At one point he falls off this huge robot, and tells her he needs a minute. She'd thought the whole robot endeavor was stupid anyway, so she just says, "You're too soft," and walks away. This treatment came to a close in the scene where she has to fight Odin, her Eidolon. (Hope trips, and Light snaps. "This isn't working. … I mean, you're a liability. You'll just slow me down. … I'm sorry, but I can't protect you when-" Then her mark starts glowing (aka impending odin battle) I guess Hope doesn’t notice, 'cause he keeps complaining, then she shouts (through apparent pain): "Enough! The whole world is against us… I can barely keep myself-… Ugh, let alone some helpless KID! I don’t have time to baby you. You want to get tough? Do it on your own!" Then she has to fight Odin. He asks after the fight if she meant all that, and she doesn't answer directly, but basically implies that she didn't and that he's free to keep following her.)

Of everyone but Serah, Hope's the first one to really bring out her compassionate side. At first, this only shows in her putting out the effort to say 'save yourself,' basically, where with anyone else she would have just let them follow for all she cared. Then it evolved to warning/scolding for his safety. 'Don't touch that, you'll hurt yourself!' sort of deal. Then she actually outright asks what's bugging him. This is the first time she's genuinely seemed concerned about anyone's emotions but Serah's. ("What's eating you? … I can tell you're hung up on something. Is it the l'Cie thing? … It's Snow, isn't it? … What happened with him?" Hope says she wouldn't understand. She steps over and crouches right in front of him. "You and I are partners, Hope." Hope admits that Snow is responsible for his mom's death and says Snow needs to pay for it. Lightning doesn’t know what to say.)

The next step? Promises. (Light had just had a revelation and called off their former 'mission'. Hope was saying she can’t build something up (operation nora, his codename for the mission she called off) and abandon it like that. She comes over and takes him by the shoulders and says, "I won’t abandon you.") After that, step by step, she started treating him... well, like her little brother. (Hope had been left with Snow in Palumpolum, and he nearly got killed by this beastie thing. After the fight [in which Light and Fang saved his butt], he offered back Light's knife, saying how operation nora didn't work out. Light pretty much instantly steps over and wraps him in a hug. Softly, she says, "You'll be okay. I'll keep you safe." When he says he'll try to watch out for her too, she draws back and kinda flicks him on the forehead, gently teasing.) That's 1) a hug. From Lightning. Hope's the only one besides Serah that she hugs in the entire game. And 2) Affectionate teasing. Snow got a little of it too later on, but Hope was clearly her favorite even as early as 1/3 of the way through the game.

Lightning teaches Hope strength, but in return, Hope teaches Light how to truly care about someone you aren't related to by blood. I doubt that Hope cares for Lightning quite as much as she cares for him (though that's just my theory), not to say that he doesn't care. Hope's 'her first' for a number of things (mind out of the gutter, folks, I'm discussing a beautiful relationship here. >_>). He was the first person she let call her 'Light'. (All of these are 'aside from Serah':) He was the first she trusted to have her back. He was her first non-aggressive physical contact. He was the first person she cared enough about to reach out and comfort. He got her first apology, and her first self-disclosure rambling (where she opened up about her pain and Serah).

In summary, Hope was the little brother she never had.




Abilities/Powers:

⌥ Excellent fighter, in both hand-to-hand combat and weaponry. (Primarily with the gunblade, though it's shown that she's alarmingly good with any sort of firearm. She steals some random dude's rocket launcher and aims almost perfectly without hesitation.) - Note: Logically, like a policeman of today's world, her specialty in hand-to-hand combat would be self-defense and disarming the enemy, though at her rank she's pretty proficient in both defensive and offensive.
⌥ She's very acrobatic. (She backflips the hell out of things in pretty much the whole game.)
⌥ She's very good at strategizing. (That's her way: She always observes the enemy for a little bit first, no more than a few seconds, to put together some sort of a battle-plan before she races in to fight.)
⌥ She's pretty good at stealth-style missions. (She 'prefers to take point', she says.)
⌥ She can summon an Eidolon, an electric horse-style dude named Odin. (Technically, the horse is named Sleiphnir, but that's getting technical.)
⌥ She's got your typical l'Cie powers. (Since I'm taking her before endgame, I'm gonna say she's got a level-five Ravager, level four Commando and Medic, and level zero everything else. It's not fair to bring her in fully-loaded from a non-endgame canon point, plus it'll give her something to work on while she's here.*)
⌥ L'Cie strength, speed, and stamina. (It's enhanced a good deal past that of normal humans.)
⌥ Her 'AMP' Grav-Con unit. (It messes with gravity just for her. Most commonly used to jump from very high places with no adverse effects--she lands and the momentum dissipates in a sort of shockwave of blue--but in the cutscene I linked in references you'll see her using it to attack by having it throw her at enemies.)
⌥ She has a bellybutton ring. (Yes, that's an ability. Don't question me. B|)

NOTE FOR DEFINITIONS: The six possibilities for l'Cie powers are commando, medic, ravager, synergist, sentinel, saboteur. Level five is maxed out.
Commando - physical moves, strength and speed, for melee combat. If you're on your own, Commando is the way to go. (...ffff, going commando. /makes note to use this joke later)
Medic - self-explanatory
Ravager - offensive elemental-style magic
Sentinel - tank, basically. specialty is... standing there and taking all of the damage. Snow, a sentinel specialist, could probably get hit by a truck and it would stop the truck instead of move him, if he's ready for it.
Synergist - defensive magic, like shields and protections and speed-enhancing... in Pokemon terms (because I'm cool that way), moves like Defense Curl and Agility.
Saboteur - offensive indirect magic, like taking down enemy shields, sapping their life, etc. (In Pokemon terms, Leer, Growl, Hypnosis, Poison Powder)



Sample Entry: Test drive meme thread.

Alternatively?

Lightning responds to trouble.

Sample Entry Two: A log from Exitvoid, during an INTENSE FEELINGS sort of event. Alternatively, zombies.

If those samples don't count, I'd gladly provide more.
nomercyforshe: (Default)

Heather Mason | Silent Hill | Reserved

[personal profile] nomercyforshe 2012-09-22 01:04 pm (UTC)(link)
Name: Jinx
Contact Info:
AIM: CorsetJinx
Email: Beloved-Belial@hotmail.com
Plurk: BurialApplicant
Other Characters Played: N/A for now
Preferred Apartment: None
nomercyforshe: (Default)

Heather Mason | Silent Hill | Reserved

[personal profile] nomercyforshe 2012-09-22 01:05 pm (UTC)(link)
Character Name: Heather Mason
Canon: Silent Hill 3
Background/History: Here
Previous Game History: N/A
Personality:

When you think of a teenager you tend to think of a moody, impulsive little brat. Or something close to that. That age where everything is changing and wildness, and confusion has rooted itself into the hearts and minds of every nice girl. Yeah, that’s pretty much Heather in a nutshell, at least on the outside. She’s pretty complex for such a young woman. And given everything she goes through it’s a wonder how she still manages to get back on her feet at the end of the day.

But it is true, Heather is, or at least was, a really ordinary young woman. She is moody, as to be expected from a 17-year-old and she can be a little impulsive at times. But she’s just like everyone else. She loves to shop, to go out with friends, and the like. And like any other seventeen year old she is ruled largely in part by her emotions. Really, what do you expect? And being such an emotional woman she isn’t afraid to be blunt about what she’s feeling, when she’s feeling it. She will be more or less brutally honest in her emotional displays. Be it in the form of physical manifestations of her anger to full on public displays of her sorrow, such as bursting into tears or saying things with such venom.

She’s playful, of course. Willing to throw some fake punches or play some silly pranks. It’s easier to be so completely relaxed around people she knows all too well, from family to the few friends she has. Which, after a while, includes the detective Douglas. He’s a good man, and although she doesn’t trust him at first, she is quick to develop an almost father-daughter relationship with him. Even hinting at potentially wanting to be taken in by the older man when all is said and done. After all, Heather has no one else. All that aside, Heather is a humorous young woman, though her humor may not always be… amusing to others. In fact, some may find Heather to be a little too sarcastic at times and her jokes don’t always have the best timing. Like when she came back to Douglas in the end, acting as if she were going to kill him. Of course it was a joke, she would never think of killing the man! Not after everything they’ve been through. Not after deciding to go back to being called Cheryl, her real name.

Even though Heather is fairly emotional it does not mean that she is reckless-though some may consider several of her previous actions as such. This young woman is quick to accept the situation for what it is and figure out just as quickly what needs to be done. She can keep a clear head when it counts although her personal vendettas may end up getting in the way more often than not. But Heather does try to keep her head above the water and see the situation for what it really is. Some hopeless, monstrous nightmare may have swept in and pulled her under, but she knows she’ll get back on her feet and she can survive. It’s all a matter of trying.

When it comes to the bizarre, to the strange, Heather is quick to adapt. Her love of the occult and her sarcastic streak may have much to do with this. But even still, the events that took place upon her exploration of Silent Hill have, as Heather expressed during the events in question, numbed her.

On the other end of the emotional spectrum, Heather holds a deep love for her father Harry Mason. He is the only man Heather has ever cared about and is willing to defend him at all costs. (Although this changes much later on, the words still hold true.) She even will go so far as to bring in the possibility of physical violence if someone so much as dares to insult his reputation. Because of Heather’s unstable upbringing, hiding away from the Order for so long, Harry was the only stable thing in her life. Due in part to this, she is slow to trust people she doesn't know. She also won’t pretend that she will offer any trust the first time she meets anyone new. And if she doesn't trust someone, she'll be very obvious about it.

Her distrust of others often makes it a little difficult for her to make friends, although she gets by fairly well this way. Should you gain Heather's trust she tends to grow quite attached, and, in a way, you become family to her. This means she’s willing to throw her life on the line for you and will do her hardest to protect you. And those few people that she trusts are perhaps the only people allowed to call her by the name her father originally gave her, Cheryl, but this requires quite a fair bit of trust. Going so far as to nearly die because of her. Not that such goes un-repaid. Heather would quickly throw herself in the line of fire for the ones she loves and trusts.

Heather has a dislike for mirrors and her reflection. She is noted as saying that she feels her reflection is a false image of some sort. This eisoptrophobia (fear of mirrors) has led her to avoid looking in the mirrors. In one instance during her adventures in Silent Hill, Heather ends up trapped in a storage room and is faced with a floor to ceiling length mirror on the far end of the wall. This mirror shows a darker version of the room and it quickly sets into motion Heather’s phobia. But Heather’s comment about her reflection is quite possibly due in part to what remains of Alessa. It is safe to say that Heather will, at best, avoid major reflective surfaces. Furthermore it is implied throughout the events of Silent Hill that Alessa's original personality traits and memories have begun to surface in Heather. This may at times cause Heather to reveal certain personality traits and quirks that are unlike her. A mild fear of dogs may pop up now and again due in part to Alessa’s fear of canines. A hatred/dislike for hospital rooms and hospitals, even nurses, in general may make itself known. Although Alessa did like Lisa, she still did not enjoy her

Heather is also, due in part to the abilities she succeeded from Alessa, able to tell who has been affected or drawn in to Silent Hill. This may cause her to act differently toward these people than others. Depending on the person and how they are tied to that place Heather may react with a slight defiance, mild sympathy or outright hostility.
arealgem: (amused by your retardation)

Ruby | Supernatural

[personal profile] arealgem 2012-09-22 09:07 pm (UTC)(link)
Name: Megan
Contact Info: analogypimp@gmail.com, shotgunmadnessxo@aim and papapapanic on plurk!
Other Characters Played: Any other characters you play at Haven.
Preferred Apartment: none

Character Name: Ruby (2.0 as fandom calls her, or the brunette Ruby)
Canon: Supernatural
Background/History: http://www.supernaturalwiki.com/index.php?title=Ruby

Personality: The first and most important thing about Ruby's personality is that she is the definition of manipulative. Being a demon, she has had hundreds of years since being turned in the 14th century to perfect her ability to twist people's minds into taking every step towards what she wants. The amount of patience she has is probably a little crazy, never once in canon being seen making a single misstep in pretending to be a good guy until the very end. Not even with Dean Winchester trying to convince Sam that she was the opposite of what she said.

This being said, Ruby is seen being willing to do practically anything to get whatever needs to be achieved. At one point, she offers to do a spell that would wipe out an entire horde of demons including herself to save a group of people surrounded in a police station. Another example is when Ruby is tortured by Alastair during a scheme to get him to come and face a group of angels so the Winchesters can escape. This isn't even touching into the hell she goes through pretending to be on the opposite side period, either. The amount of enemies Ruby seems to have in the series is ridiculous, and it's all because of the appearances she has to keep up for the "greater good". Her "greater good" being Sam killing Lilith to break Lucifer out of his cage, and in a minor way this is almost the only way that Ruby herself is a little bit ignorant to what the truth of what Lucifer Rising means (her true demise).

Ruby's cunning also means that she forces herself to pretend to be as human as she possibly can to trick Sam. This means that she is willing to act sympathetic and even a little bit kind on rare occasions, although she still seems to have difficulty keeping herself from sounding extremely sarcastic and a little bit condescending. Considering how long she has been both a witch and a demon, it seems like it's difficult for her not to get frustrated with how naive humans are. And as hard as she tries to seem like she really means well, Ruby is also not against using guilt trips on people to get what she wants, especially when she puts herself in danger for the good guy's cause.

Another thing about Ruby is that in the most twisted way, she is probably one of the most loyal beings to exist in their world. The extremes she goes to to prove to Sam that she is on his side, while being on Lilith's the entire time is example enough. While she pretends to be a backstabbing bitch, Ruby is clearly willing to die for her creator and that's as loyal as it gets, right? If one thing is for sure, Ruby is truly dedicated to pleasing Lucifer, because it's clear that Ruby has some level of dislike for her even if she does maintain that solid loyalty.

I think the last thing that needs to be noted is that while Ruby is on Lilith and Lucifer's side one hundred percent, it doesn't necessarily mean that she didn't grow to care about Sam Winchester in her own way. Not just because he is the vessel for Lucifer either, because sometimes in scenes together she honestly does seem to just enjoy his company, even going as far as seducing him even though it probably wasn't even necessary. In fact, she had to work to get into bed with him because every sane person should have moral objections to sleeping with a demon. This just seems to point to the fact that Ruby doesn't lie when she says she remembers what it is like to be human, and while a lot of her compassion seen in the series is very questionable, Ruby does have the capability to care about things almost like a normal human being. Probably more so than most demons, at least, but that doesn't mean that her level of caring is in any way sane considering she clearly likes watching Sam crash and burn for her, and her blood.

Outwardly, Ruby is just a bitch, plain and simple. If there is something she can exploit, she'll do it. If she can degrade you? Count her in. It is very rare that she actually shows any shred of humane moral capacity, and even when she does it tends to be pretty twisted regardless. This is seen when she tries to save an entire police station filled with people by sacrificing a virgin girl for the rest. Even her good intentions are laced with venom and cruel ideas.
arealgem: (Default)

Re: Ruby | Supernatural

[personal profile] arealgem 2012-09-22 09:08 pm (UTC)(link)
Abilities/Powers: Being a demon, Ruby has quite a few abilities, although for the most part she gets by through manipulation and with her demon vanquishing knife.

Telekinesis-Ruby can move things with an unseen force, although as noted above she doesn't rely on this too much. Just for convenience, such as when she uses it to close the doors to the chapel to keep Dean from interfering in Sam killing Lilith to start the apocalypse.

Inhuman Strength-Even the lowest of demons have been seen in the series throwing people around with incredibly ease, and one even managed to open an airplane door mid-flight.

Possession- Ruby has the ability to invade and control human beings; most anyway, and it should be noted that any human that she has possessed would be very aware of every single thing she is doing. There are a couple of other things that she can do while in control of a human, including:

Telepathy-If Ruby, or any demon, is in control of someone, they can pretty much access any thoughts or memories they want.

Damage Endurance-Aside from having salt thrown in their face, or an excorsism forced upon them, demons can pretty much endure anything. This is demonstrated in the first season with Meg Masters when she is thrown out of a high building and returns just fine. However, once the demon leaves the body, the human will succumb to all of the injuries and likely die. So, if Ruby were to leave the body she is in now; a girl who was in a coma and had the plug pulled, it would die without immediate medical attention and eventually decay.

It should also be noted that Ruby can of course see supernatural things like ghosts, angels, and the actual demonic faces of her 'brethren'. She also has extensive knowledge of witch craft, having previously been a witch before being a demon, and being seen countering a spell Dean Winchester falls under.

Weaknesses-Any great strength and ability comes with a downside, and Ruby does have weaknesses. As mentioned above, salt is one of those weaknesses. A face full of salt will burn like hell, and Ruby can't cross a line of salt unless there is a break in the line itself. It is also shown within the show that if a demon swallows salt, it has the same effect as an exorcism and forces the demon out of the body.

A Devil's Trap is another weakness for pretty much any demon. It comes in the form of a pentagram or a heptagram (two hexagons within a circle), and it is from The Lesser Key of Solomon, essentially a spell book from the 17th century. Even the strongest of demons have to stay within the circle, and escaping is nearly impossible. The only exception would be if there were a way for the demon to scratch out a part of the circle, without touching it themselves. It should be noted that if even one thing is drawn wrong within said circle, any demon will be able to break it and get out.

An Exorcism is the next weakness Ruby has. If someone knows the ritual to excorsize a demon and manages to say it all before she can stop them, then Ruby will be forced out of her own body.

The final weakness is the remains of her actual body being burned, Demons were once human, people who sold their souls for one thing or another, and if their remains are found and dealt with like any other supernatural being like a Ghost, they are destroyed forever. So while it is being noted as a weakness, it would be impossible for anyone in the Port to actually find them and destroy them considering Ruby's remains are somewhere in Europe.

It should also be noted that Ruby can of course see supernatural things like ghosts, Angels, and the actual demonic faces of her 'brethren'. She also has extensive knowledge of witch craft, having previously been a witch before being a demon, and being seen countering a spell Dean Winchester falls under.

As stated at the very top though, Ruby tends to use simple mental manipulation to get around, and she is actually rarely seen using any of these abilities. She only relies on them when she absolutely has to, because she doesn't need the extra 'juice' to get the job done. The residents will probably find themselves more worried about the other demons (if present!) around than Ruby, especially considering she will be spending her time making allies with people from other worlds. With more powerful demons than herself around, Ruby will certainly do whatever she can to make sure that her own hide is safe and sound above anyone else.

final!

[personal profile] arealgem - 2012-09-22 21:09 (UTC) - Expand
escapedpandora: (ʜᴏᴘᴇ ✧ тнαтs ωнαт тнєу sαу)

Hope Estheim | Final Fantasy XIII | Reserved

[personal profile] escapedpandora 2012-09-22 10:02 pm (UTC)(link)
Name: Shamera
Contact Info: [plurk.com profile] shamera, AIM: kl0tho
Other Characters Played: ...Will be apping another soon?
Preferred Apartment: ...idek, with Cousland plz?

Character Name: Hope Estheim
Canon: Final Fantasy XIII
Background/History: The world's full of lies. There's no way of knowing what's right.
escapedpandora: (ʜᴏᴘᴇ ✧ ʝυsт вє¢αυsє уσυяє тαℓℓєя...)

continued

[personal profile] escapedpandora 2012-09-22 10:02 pm (UTC)(link)
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 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 once adored his father, but then grew up biting 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 take promises very seriously because of certain events in his childhood, and 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 very 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 eventually 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 those 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 and feel like wanting to kill someone. He's very much a pushover, even. But at the core of it all, Hope is a very kind teen who doesn't like causing trouble or 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.

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, 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 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. He may be naive and believe in others too much, but he has exceptionally clear insight in that no matter what he does, no matter what seems to blindsight him, he does understand his own motivations and what he needs to do in order to continue. Hope can lie to himself, but he'll always know that it's a lie.

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 actually managed to 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 than 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.

continued

[personal profile] escapedpandora - 2012-09-22 22:03 (UTC) - Expand
sassiestwolf: (kappa)

Peter Hale | Teen Wolf | Reserved

[personal profile] sassiestwolf 2012-09-22 11:24 pm (UTC)(link)
Name: Flag
Contact Info: [plurk.com profile] tyrantinasuit
Other Characters Played: Albert Wesker
Preferred Apartment: #1.003

Character Name: Peter Hale
Canon: Teen Wolf (post s2)
Background/History: We're all works in progress.
sassiestwolf: <user name=corelite> made these (Default)

[personal profile] sassiestwolf 2012-09-22 11:25 pm (UTC)(link)
Personality: Despite what Peter claims, he is, in fact, a total psycho. Let's be fair, though, he did survive the slaughter of (most of) his entire family, only to come out from the tragedy scarred horrifically, mentally and physically. Does this excuse him from murdering people? Well, it might in a court of law, but this is a roleplay application, thus forcing me to try to piece together whatever is left of Peter's broken mind. Buckle up.

In season 2, after he is revived from his short stint as a charred corpse, some of Peter's old personality starts to shine through. It is considered 'old' because Peter himself has made a statement to the effect that his previous personality had been 'burned out' out of him. Despite what had transpired between Peter and Derek only weeks before he was brought back to life, Peter teases Derek innocently enough and even goes so far as to try to rebuild their relationship. When Derek begins beating the crap out of Peter, the former alpha simply lets his nephew wail on him saying it must be cathartic for Derek. Peter may make smart-ass comments about Derek's leadership skills, but he does genuinely tries to help his nephew out.

The point is, Peter does a complete 180 in terms of personality between one season and the next. Instead of the single-minded revenge machine, he becomes the guy with a witty retort to everything, smart, capable, and even somewhat playful. Peter seems to speak sarcasm as if it's his native language, always something to say after someone has done something particularly idiotic or said something without putting any thought into it. His body language is also very expressive because of this, easily telling of his disbelief, annoyance, or exasperation. While many would think he's egotistical because of this, he's actually honest with his decisions. He instantly proclaims that his actions as an alpha weren't his finest hour and doesn't fight to get that position back. That being said, he's also smart. Well, cunning might be more of an appropriate term. While he will admit to his faults, he only does it to garner Derek's favor. Whether he would readily admit to anything else just out of the goodness of his own heart is yet to be seen. He knows how to manipulate people into getting them on his side, even if he has to stoop down a level to do it. This is a personality trait he shares with his murderous side, who uses it to try to get Scott to accept him. Peter is often the one with a plan, drawn out though it may be. It's a quality seen in a good leader, but since Peter is out of his mind, it's obvious why his stint as Alpha didn't work out. Otherwise, though, he is very resourceful and capable when it comes to hashing things out. He knows where to find information and even seems to have little tidbits stored away in his head. This is also another trait he picked up during his time as a killer, although it's likely one he's had his entire life.

So what's the difference then, you may ask, between his old and new personalities? The major difference is his psychological break. No amount of defense could say that an uncle killing his own niece in cold blood was ever the right thing to do. After the fire, Peter became consumed with a lust for killing every last person involved with the murder of the Hale family. He became laser-focused in this endeavor, shutting out all other emotions and even simple things like family so that his goal could be met. It's not really understood why Peter didn't simply just convince his niece that they should get their revenge, since she was the Alpha anyway, instead of outright killing her to gain the title of Alpha, although one could argue insanity. Peter desperately felt that he needed that boost in power to carry out his plans, and, obviously, he was willing to do whatever it took to finish what he started. One could say that once Peter becomes hell-bent on something, he will do whatever he feels is necessary to do the job.

Peter can be civil and friendly, despite his calculating and sarcastic nature. Above all else, even though he killed people for it, he does seem to have some belief that a familial bond is one worth keeping.

Abilities/Powers: Peter comes from a world of werewolves. Even if you've never seen the show, the werewolves pretty much stick to the lore of every werewolf story you've ever heard.

enhanced strength Like it says on the box. Werewolves are a whole lot stronger than humans.
enhanced speed Werewolves can run a lot faster than their human counterparts.
enhanced agility More agile, faster reaction times, can jump farther, and climb faster.
accelerated healing Werewolves can heal scratches, cuts, bullet wounds, and stab wounds almost instantly. An injury from an Alpha is said to take much longer and they can't heal from anything that hits them that is laced with Wolf's Bane.
heightened senses Stronger vision allowing them to see in darkness, better sense of smell, and heightened hearing.
pain transference Werewolves can absorb and alleviate pain from other people/creatures.

wolf's bane Basically, it's like poison to werewolves and is a pretty sure fire way to kill them.
mountain ash Keeps the things that go bump in the night out. Has a warding property that offends a supernatural creature's senses.

(no subject)

[personal profile] sassiestwolf - 2012-09-22 23:26 (UTC) - Expand
argentum: (Default)

Chris Argent | Teen Wolf | Reserved

[personal profile] argentum 2012-09-23 01:28 am (UTC)(link)
Name: Lucy
Contact Info: [plurk.com profile] arterius
Other Characters Played: N/A
Preferred Apartment: 1.003

Character Name: Chris Argent
Canon: Teen Wolf | Post 2x12
Background/History: we train our sons to be soldiers
argentum: (Default)

[personal profile] argentum 2012-09-23 01:32 am (UTC)(link)
Personality:
You know, my family’s done this for a long time. Long enough to learn things like how a certain level of electric current can keep you from transforming. At this level, you can’t heal. A few amps higher and no heightened strength. That kind of scientific accuracy makes you wonder where the line between the natural and the supernatural really exists. It’s when lines like that blur...you sometimes find yourself surprised by which side you end up on.

Chris Argent is a man full of dedication, purpose, and resilience. He’s a confident werewolf hunter, with years of experience to fall back on, and he genuinely believes that the hunters have a duty to keep civilians protected and safe from harm, which he takes very seriously. He’s a strict, no-nonsense kind of parent who doesn’t like to have his authority defied, and he’s overprotective of his daughter in every sense of the word because of the danger they have to deal with. He’s sort of a doting father, though – talking about his daughter with nothing but pride whenever she’s brought up, making it clear that they’ve always had a good relationship despite the things he keeps hidden from her. He seems to expect nothing but the best behavior from her, disregarding a teacher’s warning of rebelliousness, but gets angry when that warning actually shows some legitimacy through Allison’s behavior while dating Scott.

As the first face of the hunters we get, Chris makes it clear from the start of the show that he doesn’t think much of werewolves. He seems to think that werewolves are just like rabid dogs, and better off put down before they become a danger. In his hunting, Chris is an assertive, determined, watchful man – and not above acts of intimidation or violence to get a message or point across. If there’s a threat running around that needs to be removed, he’ll cross whatever lines he has to if its endangering lives – especially his daughter’s. It doesn’t put him in much of a good light, since he’s willing to get involved in some pretty sketchy stuff (he’s with his family when they torture the principle to replace him with Gerard, and when they send a hunter disguised as deputy to murder Isaac because they think he killed his father) if he thinks it’ll keep people safe in the long run.

He’s a dangerous hunter who can get a bit too caught up in his own biased beliefs and emotions (especially when they involve Allison), but the thing that sets him apart from most hunters, especially his family – is that he follows a Code. The Hunter's Code is basically his own set of principles, and in his mind, following the Code is just the correct thing to do and the best way to keep everyone close to you safe, because you can’t keep people safe by acting like a bunch of loose cannons. What the code dictates is that Hunter’s should not harm or kill a werewolf unless they do harm to an innocent human first, that they do not kill children who’re werewolves, and that they don’t kill humans.

The Code teaches him the kind of honor and restraint that his father, sister, and fellow Hunter’s lack.

Chris is firm and very strict about adhering to the Hunter’s Code, since he honestly believes that his duty as a hunter is essential to the protection of civilians, and he ultimately wants to do what’s right as a hunter. Hunting isn’t some sort of game or sport to Chris, its all duty, all justice. He’s not righteous about it or anything, though. It’s just a set of morals he likes to abide by and as mentioned previously – Chris is willing to participate in some pretty horrible and questionable things (he follows the Code, not the law), but there are some extremes even he’s unwilling to cross which makes him the most reasonable Hunter you can come across in all of Beacon Hills.

The most you’re going to get from him is a smashed in car, and while he might shove a gun right in your face your chances are 50/50 that he’ll actually shoot it and start a gun fight. He’ll also run you over, but he probably won’t torture you after.

His parenting methods can seem pretty questionable (Chris threatens to kill Scott as a tactic to get Allison to break up with him, and the first thing he does after Allison discovers their family’s hunting is have fellow Hunter’s kidnap her to put her in a fake hostage situation), but it’s clear that he loves his daughter. It can be argued that her safety governs most of his actions, even the extreme ones – since his sole motivation seems to be to keep her protected and involved in Hunting as little as possible. He tried to keep his daughter sheltered from the hunting life for her whole 17 years, and he’s absolutely furious with his sister, Kate, for bringing her in it without his permission after shooting down her hints to train Allison.

He also tried to keep her out of their family’s more violent acts after the discovery, even though Argent women – as tradition goes – are supposed to be trained as matriarchs for the family to follow. He might be a hunter, first and foremost, but he’s a loving father who doesn’t want to see his daughter hurt by this world anymore than she already has been.

Back to the Code, Chris is dedicated enough to the principles of it that he’ll turn against family for breaking it. He has to constantly remind Kate that it's there for a reason, and when he discovers that his sister broke it, he threatened to put her down himself after she dared to try breaking it a second time – by threatening Scott’s life, who Chris would have no reason to protect if it weren’t for the Code. Chris also strongly objects when his father kills a harmless Omega in the woods, though, admittedly – he doesn’t try undermining him like he did with his sister. He doesn’t argue against the declaration of war, either.

His prejudices keep him from seeing Scott and co as anything but potential threats, but his beliefs get challenged mid season 2 after his wife is bitten. His father insists that Victoria's nothing but a monster and already dead, but Chris quite obviously doesn't agree with him. He tries to reassure his wife that her wounds aren’t that deep, tries to plead with his father to let them give Victoria more time. Victoria's bite challenges Chris views of "bitten" = immediately a monster”, shakes up his beliefs about werewolves and his dedication to his family.

Chris is not pleased when his father springs the role of matriarch on to Allison immediately after her mother’s death, even arguing against Allison’s desire to take action for revenge. Allison is all he has left, and he clearly disapproves of Gerard encouraging her to damn the Code, of Gerard manipulating her into the kind of person Kate was (he wasn’t blind; he saw what he was doing). Chris’ own dedication to the hunt seemed to take a bit of a backseat drive around – focused on keeping Allison safe now more than ever. He doesn't share Allison's need for revenge – he just wants to protect his daughter from both his father and the wolves.

His views are further challenged with the capture of Boyd and Erica. His family has been involved in the hunting business for a long time, but he confesses to them that he’s starting to see there’s no real definitive line between human and non-human. He’s starting to recognize that hunters can do evil, and werewolves good. His beliefs have shaken up so much that he’s even willing to team up with Isaac and Scott - because their goals meet.

Chris is still a Hunter, but years worth of prejudices are being challenged the more the lines are blurred, and his views on hunters and on werewolves are being revised.

Ultimately, Chris is a Hunter that just wants to do the right thing, who values the Code and his daughter's safety like none other.

(no subject)

[personal profile] argentum - 2012-09-23 01:33 (UTC) - Expand
infelicitous: (▪ the leader of the pack)

Derek Hale | Teen Wolf | Reserved

[personal profile] infelicitous 2012-09-23 01:35 am (UTC)(link)
Name: Isaac
Contact Info: [plurk.com profile] undauntable
Other Characters Played: n / a
Preferred Apartment: 1.003

Character Name: Derek Hale, aka Sourwolf
Canon: Teen Wolf
Background/History: "I’m the alpha now."
Previous Game History: n / a
Edited 2012-09-23 01:36 (UTC)
infelicitous: (▪ obligatory wet dog face)

[personal profile] infelicitous 2012-09-23 01:36 am (UTC)(link)
Personality: Meet Derek Hale - an angry, callous, untrusting and generally unlucky werewolf with the uncanny ability to communicate almost solely with his eyebrows and skulk around like a big creeper. He’s by far one of the more aggressive characters in the series, known for constant threats and using physical force with startling regularity. As a generalization, he has something of a bad reputation and more often than not ends up as the bad guy in somebody’s eyes for something he may or may not have actually had any hand in whatsoever. Of course, some of these things contributing to his ‘bad reputation’ hold some truth and others are just plain bad luck on his part.

To many characters, Derek is difficult, hard to read. He holds himself purposefully at arm’s length and, when necessary, can easily put in place the right defenses to ensure if he doesn’t want or need you to know something that you will not. He has a kind of serious, almost broody nature at a casual glance and truthfully, comes off as being a bit sour. He keeps himself secured in a thick, harsh shell that makes him come off as standoffish and uses his threats and aggression to keep people out whenever possible. And truthfully, many of his interactions with others are hardly normal because his intentions are much too difficult to gather from what little he tends to offer.

Derek’s way of carrying himself is - in one word - mysterious, though frustrating would be a close second depending on who you ask. He’s something of a creeper, known to appear in random places ( such as the boys locker room or off in the distance in the woods ) before disappearing without a trace. He spends a fair amount of time simply watching, as if working some strange game plan until he’s ready to set himself in motion. When he acts, it’s of his own accord and for his own reasons. He doesn’t take the time to explain his motives to anyone and the course of actions he takes are what he sees as a means to getting what he wants. On one hand, he comes off as being helpful ( in his own ways ) when others need him but at the same time, he never explicitly states his real intentions beyond coming to your aid; this makes it difficult to tell if Derek is genuinely offering his help or if he has some kind of secret agenda no one else seems to know about. When it comes down to it, if Derek wants you to know his reasoning for what he does, he’ll tell you, otherwise it’s none of your concern.

To that end, Derek could be considered somewhat manipulative. He knows what information he has and the best ways to use it. He’s most notorious for using Scott McCall - dangling information about his werewolf nature and ways to help him if Scott will do things he’s asking or offer his assistance, using him to lure out the Alpha, and even using Scott as a means to save himself after he was shot by a Wolfsbane bullet by constantly reminding Scott that Scott needed him alive. Scott is, by no means, the only person he’s done this to - the current members of his pack were, in some strange ways, victims of this manipulation as he knew exactly what to say and which of their weaknesses to bring to light to make the idea of being turned into a werewolf like an even more appealing offer so he can become an even more powerful alpha as his pack grew. He even knows when to crack a smile and use cheesy pick-up lines if it means getting a job done. Of course, this inevitably causes people - read: Scott - to always assume Derek is hiding something when he may, in fact, not be hiding anything at all and sometimes, his intentions may be genuine and sincere.

Personal agendas and true motives aside, Derek’s actually a fairly blunt person. If you ask him a question, he’s going to give you the first answer that comes to mind and not care whether or not it’s something you want to hear. He’s upfront about his disapproval of things and when genuinely questioned about certain things, he can and will answer as honestly and sincerely as possible. Admittedly, he does keep some things to himself - his business is his business, after all - but when it comes to guiding others along and steering them on the right path ( meaning the path Derek wants them to take ), he’ll say what he has to to get his point across and try to paint as clear a picture for you as humanly possible - even if people like Scott McCall make that increasingly difficult sometimes.

Derek’s approach to teaching and guiding others is a bit unorthodox, mind you. Constantly the type to abide by his own rules and carry out his own plans, he takes the same method of instruction with his fellow werewolves. Once he’s agreed to help you, he does so in whatever ways he deems most beneficial - as proven when he appeared in a parking garage to ‘teach’ Scott by terrifying him into thinking he was under a real attack from the Alpha threat at the time. Even if you don’t approve of his methods, Derek doesn’t let it stop him. And if you fail, he’ll tell you how, why and what you need to do to fix it, even if one or all of the above is something you don’t want to hear.

Granted, Derek has something of a temper and a very aggressive approach to things as a generalization - hunters, Stiles, mentoring, attractive women licking his abs, whatever. It’s not hard to get under his skin if you know what to say or which buttons to press, and for some people, it comes much easier than others. When crossed the wrong way, Derek has no problem making threats ( which could, truthfully, could easily become promises ) and definitely is unopposed to acting in violent ways - such as slamming people into things or grabbing them with wolfed-out fingers. Aggression and intimidation come easily to him and in some instances, it’s truthfully the only way he knows how to properly react. Threatening and yelling is what Derek knows how to do, it’s a way to intimidate others and for him, can be a show of power to get what he wants or something of a natural reaction considering everything that he’s been through in his young life.

Adding to his aggression, Derek is merciless and hard to shake from his resolve. Other people’s pain mean nothing to him and he’s shown that literally breaking other people’s limbs - whether to teach, save or hurt them - comes just as easily as breathing. The sight of things such as blood or terrible injuries are nothing to him and he’s just as likely to endure them as he is to inflict them, regardless of the reasoning behind it. In canon, he’s broken people’s bones multiple times to restart their werewolf healing process and even twisted screws into someone’s skull as they screamed in his face, all for the sake of getting a job done. Once he’s set his mind on something, it’s almost impossible to deter him from the idea. He’s painfully driven, using all of his resources to find information and get further in his own goals - whether they’re for himself or his pack. Whether it’s something so little as proving someone’s innocence or promising to take someone’s life, Derek will not be deterred from his path without a damn good reason that he himself can’t argue.

For Derek, if you were to take one look at his history, a lot of his personality would become easily understandable. He lost his whole family to a fire caused by a woman ( an older werewolf hunter ) who used him to get to them and such an emotional blow has left him somewhat jaded. He doesn’t sympathize well with other people and when it comes to things like forgiveness and love, Derek doesn’t react so well. It’s almost as if he’s faith in things such as love and family, going so far as to tell a young teenager in love that their ‘stupid crush’ means nothing. But he’s coming back around slowly, opening himself back up to the world one step at a time. This holds especially true for his pack.

Derek has proven that, if nothing else, he is loyal to his cause and those he’s chosen to let close. When his pack of young werewolves is preparing for their first full moon, he does his best to handle them on his own, even when his attempts to get assistance go unanswered. He single handedly stands up to them, taking every bit of their raw instinct and anger in stride to keep them under his watchful eye. Even outside of his pack, the few other characters he’s shown attachments to, he’s shown a willingness to defend them, even if he’s expressed that he might not fully trust them. And for many of those individuals, despite some of the things they’ve put him through or some of the things they’ve said or done to him, he’s still displayed an unfaltering dedication to them in all that he does.

All in all, there’s much to be said for Derek Hale. While he’s aggressive and violent on the surface and mercilessly dedicated to his goals, he’s not as much of a big bad wolf as people like to think, even if he can be way too serious at times. He’s slow to trust and open up to others but with valid reason, something he’s showing a slow progress towards overcoming as the series progresses. And while he may be rough around the edges and kind of unorthodox in the way he carries out his business, he’s not entirely a bad guy. A master creeper, yes, but not a bad guy.

(no subject)

[personal profile] infelicitous - 2012-09-23 01:37 (UTC) - Expand
hypervigilance: (look)

stiles stilinski \\ teen wolf \\ reserved

[personal profile] hypervigilance 2012-09-23 02:11 am (UTC)(link)
Name: cori
Contact Info: [plurk.com profile] sundaes
Other Characters Played: N/A
Preferred Apartment: None.

Character Name: “Stiles” Stilinski
Canon: Teen Wolf
Background/History: you named your kid stiles stilinski?
hypervigilance: (well hey there)

[personal profile] hypervigilance 2012-09-23 02:12 am (UTC)(link)
Personality:
It’s easy to look at Stiles Stilinski and see an average teenager, all awkward limbs that don’t know where they want to be half the time, lame jokes, ADHD, and inexplicable big time crushes on the hardest-to-get-for-his-social-status girl in school. And for the most part, anyone saying that would be one hundred percent correct. In a town rapidly getting full of supernatural creatures and creature hunters, Stiles is the only person who’s essentially “normal,” who isn’t trained to use a bow and arrow or to run around in the woods at night to hone his senses, and that’s perfectly fine with him, thanks. Sure, it’d be pretty nice to have super healing and inhuman strength, or even just a better way of defending himself than running and hiding, but because of his sheer humanity, Stiles is able to bring something to the table that no one else can.

Stiles is very brave, constantly running (or in some cases, quite literally diving) into situations where he may always be outmatched, but he's there to watch someone's back in the heat of a fight as best he can. Best of all, he's a smart kid, and since he doesn’t have claws or weapons, his cleverness is his greatest asset. He’s the first person to think outside of the box, to come up with that elusive third option and get things done. The nice side of his Attention Deficit Hyperactive Disorder and Adderall prescription is that it gives him plenty of energy to spend on researching, trying to find answers for those tough supernatural questions, and wound up being ironically more knowledgeable about werewolves than his newly turned werewolf best friend. And while he might find it hard to concentrate in class (something he's constantly belittled for by peers and teachers alike), he's a gifted reader and tends to keep it all tucked inside his head, setting him up with surprisingly good grades and problem solving ammunition. The only unfortunate(?) side effect of his wit is his particular brand of sarcasm, which he in turn is quick to use as a nice, easy defense mechanism. Has gone pretty well for him so far. Mostly.

Stiles is also smart enough to be see the whole picture and arrange his priorities appropriately. Whereas his friend Scott will forsake friend, safety, and wolflihood (or what Stiles likes to call wolf lessons) so that he can be with his girlfriend, and might (will) complain when it's not possible, Stiles is the guy who puts everything on the back burner if it means the safety of friends and family, if it means finding (if semi-by-accident) the culprit behind the murders all over town, if it means peace of mind for everyone involved. Even if what he’s missing out on might be something important to Stiles, like his first lacrosse game that he’s actually supposed to play and his dad is there for, or finally getting a chance to lend an ear to the girl of his dreams, he’s the one who understands the gravity of the situation at large, will get his priorities straight, and make whatever things need to happen happen, one way or the other.

And he'll do it without (much) complaint, because Stiles is thrilled for the chance to help out a friend, particularly his best friend (and by extension, his best friend’s girlfriend). If there's one word to describe Stiles Stilinski-- besides hyperactive, the first word that ought to come to mind is loyal. His friends may throw him under the bus, ignore his ideas or warnings, or take advantage of his friendly nature completely and he'd grin and bear it all. Stiles genuinely wants to help his friends, whether or not they return the favor, and is on just the right shade of loneliness where he finds it easier to forgive and forget than entertain the idea of losing a friend. Stiles also has a nice habit of going above and beyond to help people – typically only friends, but he has been known to put himself on the line for the sake of someone he’s stated his distaste for, and he may do this once, maybe twice, or maybe so often that really, he needs to stop trying to convince people he dislikes them. Outside of Scott (and later, Scott’s joint pack with Derek), Stiles doesn't really have anyone to fall back on, and the only person he knows he can count on immediately is his own father - which is perfectly fine with him, by the way, he loves his father absolutely, but while they have a very good and honest (mostly, he isn't sure how to breach the werewolf topic to his father yet, and while it’s to protect him, Stiles is nothing if not a liar, guilty as he may feel) relationship, things are occasionally still somewhat strained between the two of them after the death of Stiles' mother.

It’s likely because neither of them are willing to talk about it – to the point where Stiles can tell just how drunk his father is if he brings her up. And it kills Stiles, it absolutely does, but he can’t speak about it either. Not often, just once or twice in passing since Scott became a werewolf. And he's perfectly fine with not dealing with how much it still affects him - he said quite clearly himself that he prefers to ignore a problem until eventually it goes away. In fact, if Stiles can redirect a conversation's focus off of him, he'll absolutely take the chance. And just looking at him, just seeing him in school or around Beacon Hills would lead anyone to believe that he has the angst capability of a banana. It's true most of the time, Stiles is a very classic case of comedic relief, the first to crack a joke in the middle of a tense situation, if only because he literally has no other method of handling them. He's no good with silences, and tends to constantly chatter away about anything and everything if it means keeping himself occupied. That may or may not be extremely annoying to certain people, but they can take it up with his ADHD.

The downside to his energy level is that Stiles is not what anyone would consider patient. At all. In the least. And that’s not just impatience in terms of time management, but with people as well. To his friends, he’ll be the most loyal person in the world, but if someone doesn’t make it onto Stiles’ exclusive list of priorities? Stiles can be downright aggressive, particularly when he’s at his wit’s end, snapping and showing absolutely zero empathy if it doesn’t convenience him. And there are definitely times where he’ll warm up to someone just to get something out of them; he’s a practiced liar, and fairly manipulative, seeming to know exactly what buttons (or police records) to push to get people to do what he wants. He sees the wrong in lying, knows what the consequences may be, but he is firmly of the idea that the end justifies the means. This isn’t to say he would ever just set out to be horrible to someone who, in his mind, doesn’t deserve it; he’s generally pretty friendly, but he has no qualms at all about pushing his morals aside to get what he needs to get done.

Stiles is also an incredibly awkward person. He doesn't always say the right thing - though he'll get there eventually, give him a couple of seconds to defrag his brain. In a word, he's uncoordinated, all broad silly gestures and tripping up over his own two feet. All in all, Stiles is a big old goofball who doesn't mind playing second fiddle to girlfriends and monsters alike, who warms the bench but spends the entire time running ideas through his head as to how to make his friends' lives easier, and will absolutely do anything in his power to be there for them when they need it. While he’s not the most honest – and often not the most sympathetic – person in the world, being a bullshitter himself makes him more than capable of seeing beyond other peoples' bullshit, to see them for who they really can b, if he’s willing to give them a chance to prove it.

He may just be a bench warmer on the lacrosse field, but at the end of the day, when it comes to anything else, Stiles is the best person in the world to have fighting on your side.

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[personal profile] hypervigilance - 2012-09-23 02:13 (UTC) - Expand

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