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Haven Mods ([personal profile] havenmods) wrote2013-09-29 03:39 pm
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Applications Two


APPLICATIONS ARE CLOSED!
The next application opening date is Friday 16th January, 7pm EST.
The next application processing date is Friday 23rd January, 7pm EST.

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 application round, 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. 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.

Applications are open on a monthly cycle, where they will be opened on the second Friday of every month for a week, and then processed on the third Friday of the month, before being closed again.

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. As of November 22nd 2014, samples cannot be "where am I" intro posts. The reason for this is that we often find it hard to gauge characterization from those, as most people when immediately in a new surrounding are confused or frightened.

While we encourage players who have dropped to re-join us, we do not encourage the continual rapid dropping and re-apping of the same character in a short time period. You are welcome to request specific housing, and all attempts will be made to accommodate that request, but it may not always be possible.

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)
Sample Application (Malkus Iverwelling)

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

The old application post can be found here if you would like to look through past accepted applications.

Applications will be open on the following dates (from 7pm EST):
12th-19th December
16th-23rd January

Applications will be processed on the following dates (at 7pm EST):
19th December
23rd January

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


To apply for an original character, please fill out this form:

Hiroomi Nase | Kyoukai no Kanata | Reserved

[personal profile] sisconiichan 2014-01-29 08:50 am (UTC)(link)
Name: Reine
Contact Info: flirterers @ aim/plurk
Other Characters Played: n/a, but I have a Tatsumi app in for this round too
Preferred Apartment: n/a

Character Name: Hiro’omi Nase
Canon: Kyoukai no Kanata

Canon Point: Episode 9
Background/History: KnK wiki
Episodes Summary (as the first link only mentions what happened pre-series)
Previous Game History: n/a
Personality: To put it bluntly, Hiro’omi is a shameless siscon.

Overly fond of little sister types, especially his own little sister Mitsuki, Hiro’omi has shown plenty of embarrassing moments in the name of his love for his sister. Signs of affection from Mitsuki, for example, are enough for him to either a.) get distracted and nearly get himself killed, b.) get an extreme nosebleed because she finally texted him first after a year, c.) listen to her request as long as she calls him onii-chan, d.) get really excited when she does cute sister things like ask him to buy a candy apple and e.) accept the beauty of glasses so long as they are on little sister types. He is extremely protective of her and has no qualms about stalking following her if he has a bad feeling, and he finds offense in anyone assuming he’s not a complete siscon. It’s not certain if he’s aware of how much contempt Mitsuki holds for his perversion, but he has shown ridiculous amounts of shock when she doesn’t want to walk home with him without understanding why she wouldn’t.

Basically, he’s a pervert with a little sister kink. Even the cast thinks he's disgusting.

But wait! There’s more—before I completely jade you about this guy, let me inform you of the other parts of his personality.

When you ignore the part that he’s a raging siscon, Hiro’omi comes off as a cool and secretive guy with a Cheshire cat smile. As a spirit world warrior, he’s very knowledgeable about a lot of things like different types of youmu and unusual events, more so than Mitsuki. However, even with his knowledge, it’s still only miniscule compared to a lot of things that the Nase family is hiding, and sometimes what he does know, he won’t share. He either does this by outright telling them he can’t tell them, or deflecting it and feigning ignorance as if the thought never occurred to him. However, despite his tendency to pretend not to know things, he tends to actually be the most curious of the group, being the first to confront people about what they’re hiding or digging up information in places he’s not allowed to venture. He’s very clever despite his tendency to act really stupid, intuitive enough to tell if something’s off and subtly warning others about it without outright telling them his thoughts. It could be said that the reason he keeps his secrets is because of his role in the family, or he’s simply being protective by keeping them in the dark.

Unlike Mitsuki who can be proud and get easily flustered, Hiro’omi is rather shameless in comparison. He has no qualms about admitting to his kinks and can and will react as he pleases. He’ll tease mercilessly if it gets an interesting reaction, and he would do things against your will because he feels like it. (Like say, signing Mitsuki up secretly to be an idol, resulting in her destroying all his idol cds and replacing them with boy love drama cds that he starts pestering Akihito with instead) Because he’s extremely sensitive to the cold, he doesn’t think twice about putting his hands in Akihito’s armpits, much to the latter’s chagrin, and acts like this is the most normal thing in the world. Although it’s not in direct continuity to canon, he has no shame being naked in Idol Saiban either, even when everyone can see his ‘inari sushi’. That doesn’t mean he’s not proud, just that his priorities are screwed up. He definitely doesn’t like it when people make the Nases look bad, at least.

Surprisingly, for his seemingly social personality, Hiro’omi actually doesn’t have a lot of friends, if any outside of the literature club. He acts more like a cat who comes in and out as he pleases; only talking to the same handful of people. It’s possible he shares the same ideology of the rest of the Nase clan, where they believe they are truly alone as long as they are spirit world warriors, but unlike Mitsuki he has never shown any signs of being bothered by it.

Despite how he acts though, Hiro’omi takes his role as a warrior seriously. He erects barriers to protect the city or the school when needed while still fighting aggressive youmu, showing a lot of skill in his field. Not only that, but he’s been able to give out quick orders and deduce the best course of action in a fight, whether it’s against one large enemy or several smaller ones. Even if he doesn’t want to, he will also eliminate Akihito if necessary due to his half-youmu state. He doesn’t overestimate his abilities though, and admits that he doesn’t have the strength to kill Akihito (due to being more powerful than him), but it doesn’t stop him from going out of his way to complete his duties.

However, he is also extremely protective as a person, whether it’s for Mitsuki or for Akihito, ironically enough. Akihito, who he would kill if necessary, is also the person he doesn’t want Mirai to kill because he thinks it’s the wrong course of action. For Mitsuki, he will willingly attack any suspicious characters or monsters to protect her, even getting frustrated with her when she refuses to stand back despite knowing the dangers of the situation. One could also call him honest in his own way. While he does keep his secrets and feigns ignorance, he’s a fair person and would not approve of underhanded methods of dealing with things, especially when it involves people he cares about, which is why he was so surprised at what Izumi did and was vehemently against it.

So, to sum it up—a.) he’s a raging siscon, b.) he’s extremely shameless, c.) annoyingly secretive and d.) will protect you regardless and still fulfill his duty to the very best of his abilities.

Abilities/Powers: As a spirit world warrior, Hiro’omi has the ability to erect barriers of different sizes and strengths, preferring to use a box shaped ones for containment and a large plain for protection. He also has the ability to dispel barriers by other members of the family, as was demonstrated in Episode 9 when he went to find out what Izumi and the Nase family were hiding about Akihito. Due to his ability though, he is extremely sensitive to the cold and wears a scarf or a muffler to accommodate.

The scarf he wears also acts as a weapon, as one touch from it dissolves the enemy, or a large part of the enemy. He has also shown the ability to use his barriers for detection purposes, to alert them for any intruders.

Items/Weapons: Clothes on his back, scarf
Sample Entry: Here
note: The sample is from a musebox setting where they get stuck in an MMO using the avatar they had. He was using one he designed after Mitsuki, hence the icons used.

Sample Entry Two:
The lack of books, frankly, was the most disconcerting thing he’s noticed since his arrival, especially considering he just finished combing through the last school for any text to no avail.

It was difficult enough to tell where exactly Haven is—it didn’t feel like the presence of youmu, but it certainly shared the same distinct uneasiness that comes with meeting one of high caliber. It’s made worse by the fact that he can’t find books he can flip through to understand. Not that he thinks he’ll get far. Judging by the signs he’s seen, the text would either be English or Chinese if he was lucky, a completely different language if he was to conclude it realistically. After all, it was too convenient if this place were situated in their world without anyone bringing attention to it. How would they have hidden it so long?

He didn’t trust the people around him either. While some of them did certainly seem normal enough, he doesn’t want to take the risk of speaking to illusions and convincing himself this is all real. It could be similar to the Hollow Shadow’s ability to trap them in a labyrinth of their memories, and it certainly adds up given the barrier that was surrounding them, but at the same time it doesn’t sound like a very convincing answer even to him.

With no signs of his siblings either, it was making him feel on edge. Not that he thinks it would be better with them here, not with all the questions that are still floating around his head regarding matters here and at home.

He still has a lot to talk to Izumi-neesan about.

He sighs and makes his way out of the classroom, one hand raising up to rub his neck as he decides to give up for the day. His investigations are going nowhere, and while he hasn’t had any attacks focused on him since he arrived, the situation was still hardly pleasant.

What he wouldn’t do to hear Mitsuki’s sweet ‘onii-chan’ right now to help him out.

Well, he can’t really rush himself either way, so he supposed going back to the apartment will do for now. At the very least, as he glances out the hallway windows, the place being as creepy as it is makes it easier not to get used to it, which means he won’t confuse it with reality anytime soon. That just makes it easier to continue investigating until he finds a way out.

Just another day in Haven, right?
phlegmatically: (¤ 01)

Sakura Inami || Kyoukai no Kanata || Reserved

[personal profile] phlegmatically 2014-01-29 08:58 am (UTC)(link)
Name: Shoe
Contact Info: kutsun @ plurk
Other Characters Played: n/a
Preferred Apartment: none!

Character Name: Sakura Inami
Canon: Kyoukai no Kanata
Canon Point: episode 9, after the Calm arrives but before Mirai disappears
Background/History: link to the wiki!
Sakura is the second daughter of the Inami clan, a family of powerful Spirit World Warriors — people who have the ability to fight and protect people from youmu, supernatural creatures that are the physical manifestations of negative human emotions. Despite this, however, she has very little spiritual power and is thus unable to become a Spirit World Warrior like the rest of her family, including her older sister, Yui.

When the two sisters were young, their family adopted a young girl who was Sakura’s age — Mirai Kuriyama, a girl who had been ostracised and shunned by society because of her being born into a clan of “cursed” blood. Nevertheless, Yui quickly befriended the young girl, and Sakura did as well, to a slightly lesser extent. Unfortunately, tragedy struck years later when the Hollow Shadow, a powerful youmu, ended up possessing Yui, with Mirai having no other choice but to kill her very best friend. Mirai was kicked out of the Inami clan soon after, and Sakura was left alone, the remaining child of a Spirit World Warrior clan who barely had powers — we don’t get any details on what happened after Mirai was kicked out, but it’s not hard to assume that it wasn’t an easy couple of years. But her sister wanted to become a respected Spirit World Warrior, and in that, Sakura found her goal: she will realize Yui’s dream in her stead. And she will do anything in her power to do it.

A couple of years later, she is approached by a man, Miroku Fujima, who gives her a proposal: he will give her a weapon, a weapon that will allow her to fight youmu, and he will let her keep it, under the condition that she will have to kill Mirai. Sakura accepts — in order to become a Spirit World Warrior in her sister’s place, Sakura was willing to do anything, killing her sister’s murderer, her former adopted sister, included. When the Hollow Shadow arrives in Nagatsuki City, Sakura makes her first appearance in the anime when she attacks Mirai, who was determined to face the youmu alone as a chance to redeem herself for killing Yui, out of the blue. They are quickly engulfed and trapped in the illusory world created by the Hollow Shadow, but even then Sakura’s pursuit was relentless. With Mirai reluctant to hurt her, Sakura nearly overwhelms her before Akihito barges in and tackles her, managing to separate him and Mirai from her and escape. She chases them all around the labyrinth, before they find themselves facing another illusion of the Hollow Shadow’s: Yui, who attacks Mirai and almost kills her before Akihito snaps her out of it. Mirai acknowledges that the Yui she knew and loved was no longer there and breaks free, exposing the Hollow Shadow’s main body and destroying it, with Sakura very visibly affected by this. They escape from the labyrinth as Mirai’s cursed blood pours down and errodes everything like acid rain. Sakura and Akihito take cover in a crevice as she muses to him about Mirai: a reaper who brings misfortune. But before Akihito could question her further, she disappears, her determination to kill her sister’s killer lost for that day.

A few weeks or so later, Sakura passes the exams to transfer to Mirai’s school in an attempt to get closer to her — when Mirai and the others are notified of this and are informed they could use Hiroomi and Mitsuki Nase’s connections (their family are “local big shots” as well as respected Spirit World Warriors), Mirai decides refrain from doing anything, knowing that running away won’t solve anything. Later that night, Sakura is once again fighting youmu, becoming more and more fatigued as the fight goes on — she ends up passing out with Akihito coming to her aid and bringing her to his apartment, where she later wakes up and questions his motives. She explains to him about her motives involving trying to kill Mirai as well as her weapon: when youmu are defeated, they leave behind youmu stones which she then “feeds” to her weapon, allowing it to grow stronger. When Akihito points out that the stronger the weapon, the more energy it requires from its user, Sakura stays quiet. It’s that moment when Mirai happens to ring the doorbell — she leaps out of the bed with her weapon in hand, but Akihito convinces her to not cause any violence in his room. It’s only temporary, however, as she breaks his window and escapes after a tense, momentary stand off between her and Mirai.

The next day, Sakura transfers to Mirai’s class, but it isn’t until later that day when they confront each other for the second time. Despite her best efforts, it is a losing battle for Sakura — unlike their fight during the Hollow Shadow incident, Mirai shows no hesitation and does not hold back, telling Sakura straight up that she cannot become a Spirit World Warrior, and that Mirai will be come for both her and Yui. With those words, along with the taxing amount of energy required to use her weapon, Sakura loses her fighting spirit and sinks to her knees. It is at that moment when her weapon backlashes and attempts to absorb and devour her — shaken up when Mirai saves her and initially refusing her invitation to go home together, Sakura later follows her and they finally reconcile with each other.

Sakura is shown to have moved in with Mirai when the Calm, a phenomenon where all becomes stagnant and youmu become weakened, arrives. But Akihito, a half-youmu, is shown to be negatively affected by the Calm as well, his human side becoming weakened along with his youmu side. Noticing how much Mirai cares for him, Sakura encourages her to stay by his side, prompting her to admit that she was glad that she met Akihito. Unfortunately, Akihito’s youmu side awakens, and he flees. When Mirai is troubled by the fact that she may have to kill Akihito, Sakura tries her best to comfort her, despite being locked out of the loop and not being told what actually going on.

She stares up at the dreary sky as rain pours down — unknowing about what Mirai is about to do.
phlegmatically: (¤ 01)

[personal profile] phlegmatically 2014-01-29 08:59 am (UTC)(link)
Personality:
”This is one of the bell’s memories.”

Probably one of the first things somebody would notice about Sakura is that she is a rather quiet and introverted person, and she has been one since she was a small child. Subtlety is not one of her strong points when it comes to her choice of words — she speaks straightforwardly and honestly, and combined with her usual deadpan expression, she might come off as slightly insensitive. Her words are curt and blunt, rarely speaking for more than she needs to, and only a few words at a time. She had no trouble getting straight to the point when questioning whether Akihito was a kidnapper or not (when she passed out outside in the middle of the night and he carried her back to his apartment) and said straight to his face that his omelet rice was terrible.

While this all may simply be seen as a lack of tact, she hasn’t always been like this. Due to her lack of her lack of spiritual power, she grew up with a kind of complex of sorts — we don’t see exactly how the rest of the family treated her, but it’s hinted that Sakura was somewhat of an unfavourite due to her being unable to uphold the family “tradition”, so to speak. She spent most of her younger days doing everything she was able to do to not be a burden, expressing that she’ll help make dinner because “that was the only thing [she] can do”. But despite her circumstances, she and her sister were very close. Sakura loved and idolized her, and even after Yui’s death, her older sister is still very much in her thoughts — to the point that she decided to take up Yui’s dream and become a Spirit World Warrior in her stead. But perhaps it was because of the love for her departed sister and as well as her envy towards Mirai's powers that led her to be manipulated by Fujima.

And her bond with Mirai is one of her most notable relationships, especially after it does a complete 360 when they both reconcile with each other, and it's something that really puts a shine on her personality that's behind her stoicism. When Sakura is with her, you’re able to see her as the young teenager she really is — she speaks more, she smiles, she teases her — and thanks to Mirai, Sakura was able to realize what was most important to her after she grew desperate and lost her way. And in return, Sakura looks after Mirai in her own way, encouraging her to be true to her feelings and to stay by the side of the person she likes. But she knows that no matter how close they are, no matter how much they have repaired their sisterly bond, there are just some things that Mirai won’t tell her, as Mirai (and perhaps Sakura herself) does not consider her to be a “true” Spirit World Warrior. And she knows that. She knows and doesn’t like it at all, but resolves to support Mirai as much as she can. She’s not good with words... but hugs are just as good, right?

But whether you’re Mirai or not, if you’re able to look past her stoic front, it’s easy to see that really, Sakura is just a normal, kind-hearted girl with a... few quirks. She might sleep in class, deliver jump kicks to the heads of people who annoy her, and make outlandish comments about eating kelp youmu, but she gets along with her classmates, is loyal to the people she loves, and perhaps most importantly, just wants to do whatever she can to help.


Abilities/Powers: While she is a daughter of a family of Spirit World Warriors, Sakura has practically no spiritual powers whatsoever; she is able to see youmu, whereas normal people cannot, but that is the extent of her power. Despite this, she is physically fit and, with the assistance of a suitable weapon, is able to fight and defeat youmu with some effort. Other than that, she is a normal human girl, if not quick on her feet and a proud member of people who can jump kick people in the head.
Items/Weapons: Yui’s bell that she wears around her neck, and a change of clothes.
Sample Entry: sample threads here and here! if that’s not enough, i can write one up as well if you wish!
Sample Entry Two:
When Sakura awakes, the buzzing of the alarm is still ringing in her ears when her eyes fly open. She doesn’t remember falling asleep in a foreign room like this — really, she doesn’t remember falling asleep in the first place. It isn’t the first time she woke up in an unfamiliar room, but unlike Kanbara-senpai’s room, this room was… unpleasant, to say the least.

Has she been kidnapped? Is this a youmu’s doing? The latter possibility makes her stomach clench. If only she could fight, if only there was a way…

But no, just because this could be a youmu doesn’t mean it really is the doing of one. “There’s no time to dwell on this,” she whispers to herself, almost surprised at the grogginess of her voice, “I have to find somebody. Mi—”

And that’s when it hits her. Mirai. The last time Sakura saw her, there was a bubbling pit of anxiety building within her. She knows it has something to do with Kanbara-senpai. She knows she has no business in matters involving Spirit World Warriors. And she knows that there is nothing she could do that could help. But at the same time, if this really is a youmu’s doing, then it’s possible that she isn’t the only one who woke up in this strange, awful place —

Sakura bolts up and flings off the covers, leaping out of the bed in the swift motion. It doesn’t matter if she’s defenseless right now. It doesn’t matter if she gets told not to get involved.

She needs to find her.

Mirai.
headset: (Default)

mitsuki nase » kyoukai no kanata » reserved

[personal profile] headset 2014-01-29 09:00 am (UTC)(link)
Name: C
Contact Info: [personal profile] headset
Other Characters Played: n/a
Preferred Apartment: n/a

Character Name: Mitsuki Nase
Canon: Kyoukai no Kanata
Canon Point: Episode 9
Background/History: general wiki, episode summaries
headset: (Default)

mitsuki nase » kyoukai no kanata » reserved

[personal profile] headset 2014-01-29 09:02 am (UTC)(link)
Personality:
Mitsuki comes across as cool, indifferent, and distant with the aura of someone from high society on first impression (what kind of person makes a habit of addressing other people by their full name, even when they're already familiar with one another). Considering that her heritage is of the head family of a prestigious and longstanding clan, it isn't too surprising that she became the person she is today. What with the duties she'd have to uphold and the reputation she’d be responsible for, there wasn't much room to become anything else. At first shown to keep mostly to herself, she is often found in the literary club's room (which has only a handful of members) or the rooftop in solitude; she doesn't seem to have many friends — or any, for that matter. Mitsuki speaks bluntly to most, has a sharp tongue, and teases the people she's more familiar with to the point of being considered sadistic, yet still manages to seem refined all the while (sometimes even retaining a polite edge). All the same, she keeps a barrier around her to prevent people from getting close.

"Remember this: so long as we're Spirit World Warriors we'll always be alone."
— Nase Izumi to Nase Mitsuki, during an episode three flashback.


In the short Oniichan Dai~suki where we're given a peek at the Nase siblings' childhood, we learn that her familial relationships hadn't always been so frosty and that they all used to get along fairly well, openly showing affection to one another. While she still highly looks up to both Izumi and Hiro'omi in the present, the difference is that she used to outright exclaim how cool and amazing they were, and Izumi herself used to have a gentler demeanour. Somewhere along the line Izumi hardened, most likely when she took up the mantle of being the representative of the Nase clan, and began to be stricter on Mitsuki's learning. As a child Mitsuki was impressionable; adding to the fact that her sister was her role model, much of what she was taught by her ended up shaping the foundation of her character.

Mitsuki's later childhood was devoid of what most childhoods were supposed to have — she didn't socialise much in school, didn't hang out with others even when prompted to, and had never actually gone to a festival with her classmates until recently in the timeline despite really wanting to. It wasn't as if her sister restricted her explicitly from doing so, but because of the mentality that she'd be alone no matter what as a Spirit World Warrior, she simply didn't. It goes to show the extents of her self-control, even at her young age. Despite her firm upbringing, however, Mitsuki was babied by both siblings; whenever something potentially dangerous was going on she'd often be left in the dark or kept at home so that she could "watch the house", her only real way of gaining information being through her brother or other Nase clan resources (though her network seems to be much narrower than her brother's already limited one).

Nase Mitsuki is very much a side character in spite of how proud she may seem (she runs the literary club with an iron fist, her leadership jokingly compared to that of a dictatorship) and follows what her siblings say without any hesitation (except maybe a retort to her brother, though that would really be it). It's only when she meets Kuriyama Mirai (who is likely her first friend) and establishes a closer relationship to Kanbara Akihito that she begins to finally step out of her sister's shadow and the sidelines, developing her own sense of what is right.

In the beginning of the series she tells Kanbara Akihito to beware of Kuriyama Mirai, because the circumstance in which she transferred is suspicious (from her own intuition and sources). Some way or another, Mirai doesn't just grow on Akihito, but her as well. It's not quite explained what draws her to the other girl, but Mitsuki is noticeably softer on her, kinder, acting like an actual upperclassman and club president when she helps her find her way in a new city and accepts her into the club without much second thought. Though her interactions with Mirai can be rather stiff at times (no doubt thanks to her lack of friends until now), she still teases Mirai where she can, has no qualms against later tricking her into taking gravure shots (for a literary club issue that she wanted to publish in the drama CD), and cares about her quite a bit, worrying about her mental state when she finds out that Mirai was the one tasked to kill Akihito all along.

"…Aren't we friends, Mitsuki?"
"I'm sorry, what was that? Please speak up a bit."
"Aren't we friends, Mitsuki!?"
"Calm down, Akihito. Control yourself. Loud conversations are frowned upon in the cafeteria."
— Kanbara Akihito and Nase Mitsuki, an interaction during volume one, chapter one of the light novel.


Kanbara Akihito is someone who she was assigned to watch and guard, and someone who once nearly killed her brother. As often as they are in each other's company (along with the fact that they've known each other for a little over a year), Mitsuki doesn't see Akihito as an actual friend despite the latter describing their relationship as something close in one of his monologues. As aforementioned, however, throughout the series their relationship ends up evolving into an actual mutual friendship (the addition of Mirai makes for more animated conversations in the club room when normally it'd be dead silent aside from quips here and there and the occasional teasing to fluster him — what about the confession you were planning to make to me when we graduate? when spoilers, there is no confession) and we can see that Mitsuki isn't as cold as she appears to be. She's just awkward. Instances of her concern for him are when she calls Hiro'omi for the first time in a long while to check up on him after she's told him of the Hollow Shadow (she knows him well enough to understand that he would go and do something incredibly stupid) and when Akihito wakes up from his coma after months in episode ten. For all the times she's called him a disgusting pervert and told him to die she runs up to him and looks like she's about to hug him before he stops her. It's evident that she doesn't actually wish for his death — he's just a giant ball of trouble that constantly brings on migraines. Her words are harsh, but most of the time she doesn't mean them. Even her character profile on the official site states the following: "At first, she spent time with Akihito in order to keep an eye on him, but now, she really does care about him."

It's initially because of Mirai that she begins to advance her character, going to the festival that she once prohibited herself from and begins to open up to actually having friends. After that, it's through her friendships with both Mirai and Akihito that she starts to become more proactive. From the time she obediently stayed home during the Hollow Shadow to the time when she put her foot down to actively help despite Hiro’omi’s protests when it came to Beyond the Boundary, she's come a long way. The highlight of her development comes in episode twelve, when she pushes her brother to catch up with Izumi while she takes care of the barrier surrounding her fight with Fujima Miroku, telling him in the process that they need to stop tracing their older sister's footsteps. It hasn't happened yet from where she's being pulled from, but she's definitely gone through enough at her point to do so a second time.

Her relationship with her older brother is Special with a capital s. For someone who tries to be so independent, she probably depends on Hiro'omi a lot more often than she should, counting on him whenever things go wrong from both ends of the spectrum — that is, no matter how petty or serious the situation may be. There's no forgetting to mention that he has a huge little sister complex as well, to which she reacts in strong ways: calling him perverted, gross, disgusting, creepy, and telling him to go die (do you see a pattern here) on multiple occasions. They're shown to get into a lot of trivial fights, usually one-sided on her end (his vagueness is frustrating) but much like with her sister, she still looks up to him and trusts him a great deal, probably even more than Izumi at this point. She respects him as a fellow Spirit World Warrior, believes in his strength when the goings get bad, and shows a lot of concern when he gets himself in danger, which is often for her sake and her fault to begin with. She can be pretty naive, displayed when she agrees to let Miroku drive her home thinking she could extract information from him. His real motives were to use her and when he later attempts to attack her, it's her stalking brother that ends up swooping in to the rescue. From the final arc of the series (starting where she's being taken from), their relationship is managing to evolve from Mitsuki simply relying on Hiro'omi to them being able to rely on each other: where they manage to defeat a powerful youmu together and as aforesaid, her giving him the shove he needs.

As if it runs in the Nase family, she's shown to dote on others, such as with Mirai when offering her a portion of her meal and letting her get away with things she wouldn't normally. Her pet youmu Yakiimo is included in this as well, spoiling him so much at one point that there was a period in time where he was too unfit to help her defeat other youmu as he usually does, running a few steps before lying down in exhaustion.

So ultimately, while Mitsuki's personality hasn't changed much at all from start to finish (she speaks as callously as ever, still teases and pokes fun relentlessly), she's done a fair bit of growing up actually cementing herself as a part of the main cast by being less passive, and has in general become a little softer around the edges. There's still a lot left to be desired about her interactions with other people (too brusque, too formal), but it's a work-in-progress now that she no longer has reservations befriending others.

Abilities/Powers:
Being a part of the Nase family, Mitsuki is able to erect barriers that have both defensive and offensive capabilities. They're often used to enclose areas but can also serve as a screen — ordinarily, they act as any normal barrier should (deflection of attacks and projectiles and/or the prevention of things from entering or leaving, it should be noted that certain presences can be blocked if not all of them) but can "collapse" on what they're encasing as well causing what is inside to cease to exist. This takes a lot of power however, and it's not done terribly often — only when the foe is weakened or if it's a last ditch resort (in which the person who created the barrier will go down with them). They also seem to have other functions, such as being able to detect the movement in and out.

Normal people cannot see (or detect) these barriers and depending on its strength, other Spirit World Warriors may not be able to as well. Depending on how it is set up it can appear as if nothing is happening on the inside to outsiders and just display a regular scene.

Let's not forget to mention that the Nase are very particular about calling them "cages" instead of barriers.

As a Spirit World Warrior in general, she's able to detect the presence of youmu (strange supernatural creatures that are found in their world), though only to a certain extent, depending on various factors (how close it is, how powerful it is, et cetera). Whether this extends to supernatural creatures in general will be discussed with the rest of the cast.


Items/Weapons: Shiba Hime gravure issue, box of animal crackers, school bag (contains obsolete writing utensils and a blank book, as well as a change of gym clothes)

Sample Entry:
mmo musebox sample, dear player sample

Sample Entry Two:
All things considered, it could be worse.

It could be a lot worse.

— Either way, Mitsuki takes the situation in stride, head held up high with expression indifferent; it wasn't as if she'd allow herself to do otherwise. While both the surrounding land and people were foreign to her and that the weight on her shoulder that was usually there just wasn't present, she manages to put disconcerting feelings aside to focus on the task at hand. Every so often her hand comes to gently rub at her shoulder and her hands reach to check her phone's screen — but beyond that, she doesn't show any other signs of discomfort.

It's different being truly alone, and she's starting to realise that even before Kuriyama Mirai found herself transferring where she did, Mitsuki never really was.

Hand squeezing the book (that's devoid of words, par the course) extra tightly for a split second, she sooner releases a tired huff before loosening her hold, pushing it back to where it belonged. She'd lost count by now of how many she'd leafed through, knowing only that she'd barely put a dent wherever she'd found herself — an old library, most likely — it was hard to tell through faded furniture and structure that looks as if it's about to crumble on itself any minute, but she persists regardless of the present danger and dusty atmosphere; she grimaces every so often but really, it's her only bet. The Nase family was persistent, and would not allow themselves to be defeated so easily and — she takes the next book off the shelf to go through that.

She had to find at least something after all of this, she had to.
resolve: (everyone in africa can read swedish)

katniss everdeen | the hunger games | reserved

[personal profile] resolve 2014-01-29 05:10 pm (UTC)(link)
Name: Caitlin
Contact Info: email: thespoonisalie @ gmail
Other Characters Played: N/A
Preferred Apartment: None

Character Name: Katniss Everdeen
Canon: The Hunger Games
Canon Point: Catching Fire, end of Chapter 26

Background/History: Here!

Personality:
"Katniss is the mockingjay. She is the thing that should never have been created, that the Capitol never intended to happen. In the same way they just let the jabberjays go and thought, 'We don’t have to worry about them,' they thought, 'We don’t have to worry about District 12. 'And this new creature evolved, which is the mockingjay, which is Katniss."
-Author Suzanne Collins, "The Last Battle: With 'Mockingjay' on its way, Suzanne Collins weighs in on Katniss and the Capitol"

Like that titular and symbolic mockingjay, the new species of bird created when the genetically-engineered, Capitol-sponsored "jabberjays" began to mate with female mockingbirds in the wild, Katniss Everdeen is the product of a host of unforeseen circumstances. In the dark, dystopic future of Panem, a nation of oppression, where the majority suffer on the whims and excesses of the few, where children are forced to their deaths annually for the sole purpose of spectacle, that brazen uniqueness about her, that distinct spirit that just can’t be taken away, is something that truly stands out. And ultimately, the feisty "Girl on Fire" goes on to inspire a revolution.

Katniss hails from District 12, the smallest and poorest of Panem’s districts, and in particular from the Seam, the poorest area of the district. Up until volunteering as tribute for the 74th Hunger Games and then being whisked away to the Capitol, poverty has been the only reality that she has known, and thus survival, the drive to do whatever it takes to survive, is practically hardwired into her DNA. To only add to the hard life she was already facing, at age eleven, tragedy in the Everdeen family (her father's death and her mother's subsequent crippling depression) forced Katniss to step into the role of main provider, to take on a huge number of responsibilities at a young age and, consequently, to grow up very quickly.

Because of these early life experiences, Katniss had to become independent and self-reliant. With a deceased father and a virtually absent mother, there was no one to care for her or to guide her gently through the world. Using skills and knowledge taught to her by her father before he died, such as archery and identification of edible plants, Katniss began to turn to the woods as a way to provide for her family, eventually teaming up and becoming hunting partners with Gale Hawthorne (who would later become her best friend). While hunting and trading hunted game on the black market is technically illegal in District 12, law enforcement tends to be lax, and the enforcers (or "Peacekeepers") tend to interact with the general population than what may be seen in other districts. Thus, Katniss is able to continue to go into the woods over the years, not only using it as a means of providing food, but also as a place of solace. According to Gale, Katniss never smiles except when she's in the woods.

While being as self-reliant as she is, Katniss also possesses a strong instinct to protect her loved ones, or those she sees as needing her protection. This is, of course, most evident in the case of her younger sister, Prim. Katniss loves Prim more than anyone else in the world, and would literally do anything for her, including make the ultimate sacrifice of volunteering for her at the reaping. This is an instinct that carries her through many aspects of her life. For instance, during the Hunger Games, Katniss begins to feel protective over Rue, the 12-year-old tribute from District 11. Rue very strongly reminded Katniss of Prim, and thus the instinct carried over naturally. As time goes on, however, others begin to enter the fray of people Katniss fights tooth and nail to protect. In particular, Katniss has a strong desire to keep Peeta Mellark, her fellow tribute from District 12, alive, a desire that only becomes stronger as their lives become progressively more intertwined.

Because of her experiences, and her strong determination to both survive and provide for her loved ones, Katniss has allowed herself to become hardened and closed-off, pushing her own base emotions off to the side. They simply do not serve a purpose in her world. And besides, who knows who could be seeing your weakness and using it against you later? In her view, it’s best to keep that collected head that is useful on the hunt, and she has quite a talent for staying logical in a variety of situations. But such a modus operandi may come with a price.

By being so narrowly focused on her own life goals, and not being very well tuned-in to her emotional side (outside of her love for her family, of course), Katniss does not readily pick up on social and emotional cues from others. For instance, Gale has been her best friend for five years, and not once did she even entertain the possibility that he had romantic feelings for her, until he kissed her that one day after she returned from the 74th Hunger Games. (For most of her life, romance hasn’t been something to register on her radar; multiple times over the years, she has stated that she does not want marriage or children, due to the possibility that those children might be forced into the Hunger Games themselves.) She goes along with the "star-crossed lovers" charade with Peeta in the arena, not realizing until after the Games are over that it might not have been so much of a charade for him. This doesn't just apply to the romance department; it took years for Katniss to come to the realization that Madge, the Mayor’s daughter, was actually her friend.

Limits to Katniss's knowledge can also be seen in the realm of politics. Having grown up in the poorest part of District 12, and most likely not having had access to better education, her worldview is understandably narrow. For instance, on the night before the 74th Hunger Games, Katniss does not quite understand what Peeta means when he states that he still wants to die as himself, rather than allow the Capitol to simply use him as a piece in their games, and becomes angry with him after this conversation. However, as the trilogy progresses, her political awareness becomes more sophisticated, and there comes a point when she begins to understand what had been unconsciously inside of her all along: that she resents being someone else's pawn, that she wants more than anything to defy those who are trying to make her their pawn and break free of their control. Upon the end of each book in the trilogy, whether she realizes it or not, by what appear to be small, simple acts, Katniss always manages to find the third option, the one unforeseen by those in power, the ones who want to target her.

At the end of the day, Katniss is still very much a teenage girl, and one that has been thrust into horrific circumstances and had nightmarish experiences to boot. As canon progresses, she grows increasingly frustrated by her situation, and can be prone to lash out at kindness offered to her with hostility. Careful emotional control will invariably spiral away from her in moments of extreme distress, giving way to the other, more destructive side of the "fire" in her personality. She can be rash and impulsive, and demonstrate one hell of a temper during these states, as evidenced by a number of canon events. For instance, in Catching Fire, upon learning that she will have to return to the arena for the second time, Katniss runs off aimlessly, puts her hand through a glass window, and gets drunk as a skunk for the first time in her life. Upon being told by Haymitch, her mentor, that Peeta has been picked up by the Capitol, she proceeds to, in a rage, scratch at Haymitch's face with all of the strength she can muster.

Abilities/Powers: Katniss is a normal human from a non-fantastical world (just a grim dystopia), and therefore has no supernatural abilities. She does, however, have a number of skills and a whole host of knowledge that enable her to survive horrible and extreme circumstances. Thanks to careful teachings from her father during her childhood, Katniss has exceptional skill with a bow and arrow, even to the extent that she’s able to shoot squirrels in the eye and an apple out of a dead pig’s mouth in front of the Gamemakers, and a good working knowledge of edible and poisonous plants. From hunting with her friend Gale, she has learned a great deal about traps and snares, and thus is more than capable of surviving and obtaining food even in the absence of her weapon of choice. Her skills in tree-climbing have also saved her life on more than one occasion, and, in general, she has a good head on her shoulders regarding what it takes to make it through hardship. And finally, though she may be reluctant to show it, especially after her father’s death, Katniss also has an exceptional singing voice that the mockingjays will stop to listen to (which is a sign of respect).

Items/Weapons: Katniss will be entering the game with items that were on her in the arena, and are listed as follows:

- (1) bow and quiver of arrows
- (1) spile
- (1) locket, containing pictures of Prim, her mother, and Gale (given to her by Peeta)

Sample Entry: Previous thread
Recent previous post

Sample Entry Two:

She's walked this path a million times; it's as natural to her as breathing. Every curve, every dip she can navigate without thinking.

In fact, as her feet tread those familiar steps, quiet and catlike, for once, she has no thoughts at all. She's been granted temporary respite from the images that continually haunt her nightmares and sometimes lurk just at the edge of consciousness during her waking hours. The sight of her own burning flesh. The full effects of tracker jacker venom she'd been able to narrowly escape. Those mutts ripping Cato to shreds, one of which had stared at her with Rue's eyes…--

… No. Right now, she's only focused on one thing. The destination before her.

With one quick, futile check for the hum of electricity, with one unceremonious slip under the fence, she's back where she belongs. In the woods. In the one place where she's free. She allows herself one moment's pause, taking in her surroundings and inhaling deeply, letting that lungful of air rush through her bloodstream and detox every cell in her body of Capitol contamination, with a certain peace settling in its place.

It's a peace that she knows will only be temporary at best. The prospect of the Victory Tour is a dark cloud already hanging over her head, and she knows she can't escape forever. Something in her, buried deep down, that she's avoiding like the plague, knows that her life has been irrevocably changed. She's a victor now, and when you're a victor, there's no going back.

But in this one brief moment, as her hand clutches her bow, as her senses calm and steady for the hunt, for the first time since stepping off the train and back into District 12, she feels like she's home.

She'll cling to that feeling for as long as she can.
glacialis_nemo: (❄ Curiouser and Curiouser)

Vexen || Kingdom Hearts || Reserved

[personal profile] glacialis_nemo 2014-01-29 11:42 pm (UTC)(link)
Name: Cirrus
Contact Info:
Plurk - AugustSolstice
Skype - wwaterbearer
Other Characters Played: N/A

Character Name: Vexen
Canon: Kingdom Hearts
Canon Point:
As he's fading on the Thirteenth Floor of Castle Oblivion, after his fight with Sora.

Background/History:
The wiles of the heart can be cruel. In its absence, we forget. In its obsession, it binds us.
glacialis_nemo: (❄You are dismissed)

He's mister white winter, he's mister snow

[personal profile] glacialis_nemo 2014-01-29 11:43 pm (UTC)(link)
Personality:
What you see of Vexen depends entirely upon whom you are and how you treat him, but a few things must first be made clear. The first is that Vexen is a scientist at heart, and so practicality dictates his every move. Of the Underground Trio(Vexen, Zexion, and Lexaeus), Zexion and Lexaeus were the schemers and the politicians. They paid closer attention to the social machinations around them. The second is that there was a bond of trust between the three, and so while Vexen could understand the musings and ideas of those around him, Vexen's practicality and scientific nature saw that he was often the one executing the tasks for the Underground. Lexaeus and Zexion let him, since they knew it provided a platform for Vexen to test his experiments. The third is that Vexen is no grand manipulator like those around him. He likes knowing things for the sake of knowing, and hates being in the dark, but it isn't his intention to use the information unless it's practical to do so. Hence why he isn't a manipulator--he has little interest in politics or schemes past making sure others recognize and respect his prowess. Extortion is too much wasted time and effort in his eyes.

With that said, let me continue.

To those who knew Even, they will know Vexen's indispensable worth. He's a driven man, ever hungry for knowledge, and though he takes more pleasure out of the mere pursuit of the truth, he is always thrilled to uncover the hidden secrets of the universe.

When his sights are set on a goal, not a thing will get in his way. As such, he has a stubborn streak leagues long--human law will not hold him back, because he adheres to his own codes and principles. Likewise, once he has formed an opinion of something, due to said stubborn streak, it's impossible to force him to change his mind. Rather, Vexen must come to alternate conclusions on his own. Regardless, because Vexen is well aware that his experiments pushed the limits of most people's comfort zone, he's always been a very clever and resourceful man, unafraid to twist the truth to slip under the radar and continue his work uninhibited. He'll also even roll his sleeves up and get his hands dirty when the time calls for it, especially now that there are precious few willing to give him the support and assistance he once had in Ansem The Wise's castle. In fact, the scars and burns on his body are testaments to the lengths Vexen is willing to go for the sake of knowledge, using himself as a test subject when both possible, and there are simply no other alternatives.

A majority of those scars, though, come from mishaps in the lab: accidents from lack of sleep and nourishment(as Vexen will push his body to the limits, neglecting to eat or sleep when engrossed in his studies), or being startled by bothersome neophytes. Despite the possible outcome of said accidents, be they explosions or out-pourings of noxious gas, when alone or surrounded by the few peers he is friendly with, his reactions are swift, calm, and confident. He's capable of taking control of situations using his loud voice or aristocratic, assertive stature and dispel chaos with strict orders, or handle the situation himself without panicking. When surrounded by those he really doesn't like, his aggravation and personal issues sees that he commands less attention and respect by default, which makes situations difficult for him to contain. When control is lost or his temper is sparked, his mouth tends to get ahead of him in the worst of ways.

Vexen's dedication to his work is rivaled by none. He will readily fight sleep and other bodily necessities until his work is done, or at least until he's reached a decent stopping point. With that diligence in mind, he's also an efficient worker in that while he's aware of and abides by his limitations most of the time, he's proficient at handling multiple tasks at once. Likewise, Even and Vexen both are known to regard their endeavors with an objective demeanor. Whether or not the outcome is what he expected or wanted, it is recorded and reported as it is observed. He takes being proven wrong with grace, provided it was he that discovered the proper conclusion and no one makes an attempt to rub his nose in it.

Outside of the work-place, Vexen is a homebody. He doesn't like to go out, nor is he one to socialize much. He has his small ring of companions, and that's that. He would much rather spend a quiet afternoon reading or sitting on the side-lines while others go about their business. If they won't bother him, then he won't bother them. It's also quite clear that Vexen seems to have his routines when it comes to certain tasks, and any change to them quickly irks him. In fact, Vexen dislikes change of any sort unless he's planned and prepared for it, and upon noticing that something isn't as it usually is, he's very likely to grow defensive until it's brought back to its original state or he's gotten used to it. This is seen most prominently when he becomes a nobody, as despite ardently defending their lack of hearts and therefore emotions, he holds on tightly to his pretenses, simply because he didn't want to let go of his old habits and ways. Concerning reporting the fruit of his labors and when dealing with the few people within his small ring of companions, he's an honest man, and he's quite capable of offering advice and assistance when necessary. He's a loyal companion once his respect and trust is earned, but he's quick to pick up on abuse of his nature and withdraw entirely.

However. This is Even and Vexen's personality. This is who he is at the very, very well-protected core, underneath his outer facade. To realize Vexen's positive attributes, one must earn his respect and camaraderie, which is no easy task. Then, one must go a step farther and be patient enough to observe and decipher his true motives and intentions, for Vexen habitually tries to obscure the views one gets of his true personality due to his natural defenses. This leads most to think of him in a negative light.

What most people see of Vexen is very different from what lies at his center.

Vexen is a creature of immense pride with a fragile ego. While he knows that his work is of immense relevance, he can take criticism harshly if it's not presented in a logical manner. He's embittered and callous, and he's constantly on the defense, unwilling to accept anything as a simple compliment unless it's coming from a trusted companion

He's been embittered by years of neglect and scorn from the inferior members of the Organization. Vexen is easily akin to an old lion, knocked from his throne. The insults, chastising, pestering and other such techniques have begun to wear on his old soul, and despite having no heart, he seems to exhibit the symptoms of a calloused and afflicted individual. He's quick to catch onto an insult, and he's always wary of compliments, expecting them to be subtle insults to the greatness he knows he's capable of.

Vexen has monumental patience, and is capable of controlling his tongue and keeping his cool for a while, but with enough antagonizing and if the right buttons are pushed, he will snap and indulge in his pretenses. Though Vexen knows he has no heart and all reactions are memories or what he expects his reactions to be, it doesn't matter. He just wants to hurt them in any way he can. He can and will say the most cutting things, sparing nothing. Did you tell Vexen you're sensitive about the fact that your mother died of cancer? Oh, and you thought you'd tick him off and push all his buttons? Well be prepared, because by the time he's done, he's going to make you believe her death was your fault and that you don't deserve the time of day from anyone for it. And he'll also take the time to insult your general incompetence while he's at it.

This leads to the fact that Vexen is also a highly vindictive individual. He has an excellent memory, not just when it comes to numbers, formulas, and the periodic table of elements. He never forgets a wrong against him, no matter how long it's been or how small it was. He will harbor that slight until he has the opportunity to pay it back double. This also works both ways--he never forgets when someone goes out of their way to assist him, and will also make subtle efforts to place whomever in a favorable position. Regardless, he's a clever man, and when wronged, his stubborn nature is unrelenting. His most utilized form of revenge is via passive aggressive means. Insults, remarks, or strange incidents that occur for strange or inexplicable reasons.

If that fails, he will take more direct routes, especially if someone calls him out on his efforts and challenges his competence or his efforts in general. They will be met head on, and Vexen will argue until he's blue in the face if need be to prove how wrong they are. The bluffs he makes are typically grand in design, and while he does have the means to back up his bluffs if given the proper amount of time, he's always called on them. Since his mouth typically does get ahead of him, the others know he's more bark than bite most of the time, though when called on it and challenged, Vexen will make every effort to come through with shining colors to prove whomever wrong. When he does, he promptly rubs their nose right in his success. When he fails, he brushes it off and acts as though it didn't happen, getting bitter and defensive when his failure is pointed out to him.

He constantly belittles others, talking down to them as though he's better, because he honestly knows he is better than them, and those that know him best from his days as Even will often agree. His arrogance knows no bounds, and tends to use it as a crutch. His insults and condescending remarks are mostly said to boost his own broken and fragile ego, as well as to validate himself in the eyes of himself and those around him. It's as though he has the Napoleon Syndrome without being small of stature.

This arrogance is also a means of gaining respect. Vexen desires the respect he once had as Ansem's top apprentice, and he struggles to obtain it, referrin to his numerical rank often as though it would force others to bow to him. The fact that Marluxia is able to so easily command respect from his peers frustrates him to no end, and he's constantly trying to out-do Marluxia, though Eleven always seems to turn his plans around on him, which makes him want to kill motherfucking puppies. The others sense Vexen's desperation in his attempts to obtain respect and taunt him for it moreso, furthering him from his goals and aspirations.
glacialis_nemo: (❄ No rest for the wicked)

He's mister icicle, he's mister ten-below

[personal profile] glacialis_nemo 2014-01-29 11:45 pm (UTC)(link)
Abilities/Powers:
Cryokinesis -
Vexen is skilled in the art of manipulating ice. So much so that it takes far less effort for him to utilize ice than it would darkness, his curative element, and his shield. In battle, he relies heavily on clever usage of his element, creating spears of ice from the ground, slick patches, massive weapons he can swing with ease, and even full-scaled blizzards and white-outs. He can also do things as simple as chilling a room, be it to the point of freezing metal until it becomes brittle, or lowering his core body temperature. Likewise, the soles of his boots are specially designed to get traction on ice.

He can suffer the effects of hypothermia, but he'd have to be exposed to lower temperatures than what normal people can tolerate for longer periods of time before he started to show any symptoms of it, which would make sense given he's seen as being perfectly functional and otherwise unaffected by the blizzards and white-outs he creates in game.

Vexen would suffer from hyperthermia just as easily as a middle-aged adult, but as long as he has enough energy/magic to cool himself, he'll be okay.

Restorative powers -
Before KH Days, Vexen was the only member of Organization XIII seen explicitly healing himself in battle(even his enemy card in Re: CoM revives the player one time after HP reaches zero). One would assume that, due to his advancing age(I play him as 45) and more fragile state as a homebody (compared to some of the more athletically built members), he was allowed secondary dominion of the curative magics. As such, he can cast Cure on himself, which heals most small wounds and larger cuts, and dispel minor, early-stage infections. Cura would heal fractures, internal inflammation and wounds, as well as moderate infections of the bacterial sort. Curaga is too strenuous on his energy reserves, and as such, he has no practice with that spell.

However, his status as a scientist sees that he prefers not to use these magics outside of a confrontational situation, or if the situation isn't dire enough. Vexen would much rather approach injuries in a traditional manner, as most doctors would. The use of magics causes the body's natural defenses and mechanisms to become dependent upon the magics and thus weaken over time, much like the use of antibiotics would cause a person's immune system to weaken and become dependent upon outside medicine to fight off infections.

Telekinesis -
Vexen, like other members of the Organization, exhibit the ability to draw thrown weapons back to him. When thrown, his shield will return to him. If it's path is obstructed or his shield is caught, he can simply dismiss his shield and re-summon it into his own hands. This only applies to his shield, as it's uniquely his and thus responds only to his individual signature of darkness. None of the other nobodies or darkness wielders can summon or command Vexen's shield, just as he can not command the weapons of others.

He does technically float a few inches above the ground in Re: Chain of Memories, but I disregard that fact when roleplaying.

Darkness -
As a nobody, Vexen has no heart. He's merely a body and soul. He freely wields darkness and utilizes it in a number of practical ways. First and foremost is the corridor of darkness, a convenient means of travel from point A to point B. He frequently uses these portals to retrieve or quickly transport his tools, subjects, and materials.

Like Roxas, he'll only be able to open portals that lead from point A to point B within the same town or city. He will be unable to escape the boundaries created by the game, and will not be able to go back and forth from East to West Haven.

Extrasensory -
Vexen, before becoming a nobody, is seen with the ability to sense the amount of light or darkness within a heart, which is seen to be a rare trait. Only keyblade wielders and individual that have been taught about light and darkness(and have a keen understanding) have been able to specifically sense the balance of light or darkness in a heart. To most civilians, that sense comes as a general feeling of 'I have a bad feeling about this person,' or 'I don't understand why I'm so drawn to this person.' Vexen, due to his intense studies, has familiarized himself with light and darkness, and has thus sharpened his sense. He's also able to tell whether or not a heart was complete as exemplified with his first meeting with Ventus, and can sense especially strong connections.

Nobodies, as beings of darkness, are capable of smelling darkness on others, as well. Each individual has a unique scent, as noted when Zexion suggested 'a visitor's' scent was similar to the Superior's. Vexen commented, denoting his ability to pick up on it as well. DiZ also states the nobodies will always follow Riku like bloodhounds. The darkness with each individual is unique to them an unaffected by superficial things such as the occurrence of showering. Vexen's scent, for example, reflects his element of ice, and a such, is crisp and dry, much like the hours following a blizzard.

This also hurts Vexen, though. He can't get anywhere near Disney Castle, as the sheer amount of light overwhelms him. It would be akin to a human sleeping next to a wood stove in a desert that was as bright as the sun--though this seems to be true of any being of darkness, Heartless and Nobody alike when it comes to the Cornerstone of Light/Disney Castle.

Sources of light like Roxas, Sora, Princesses of Light and the Keyblades don't have much effect on him as they're not strong enough. Thus,
barring Disney Castle, Vexen can travel freely between worlds without being hurt.

Memory Sampling -
Vexen is seen to be the only one capable of explicitly sampling memories of other people outside of Castle Oblivion. Namine is capable of manipulating memories, but Vexen was able to create No. i(Xion), outside of Castle Oblivion, presumably with Namine's help. Hence why Vexen is the head of the Replica Program in the Organization.

To do this, his body is no longer solid, but he instead looks like a ghost. He then quickly darts forwards, going right through the target, and the process is painless. In fact, it only feels like a strong gust of wind met them head on and pushed them back, almost to the brink of toppling backwards. Vexen then appears a few yards or so behind the target and after a second or so, his body is again solid.

He performs a quick scan of the heart's memories, and in the process, he has insight to hidden and important memories that have helped shape the heart and person as a whole. Castle Oblivion only introduced the card system, one that Vexen chose to keep for the sake of convenience. The most important memories creates cards which will feature a person's face, a symbol, world, and any other array of images representative of the memory, but the cards theirselves aren't important, nor does Vexen need them outside of Castle Oblivion. The cards just serve as visual markers to Vexen, who can sense what's on the card as if recalling his own memories, but only Namine can move or do anything with them.

These memories serve the important role of creating his replicas, though. Vexen can see and copy the links in a person's memory, and they're given to Namine to be implanted and manipulated.

Without Namine, Vexen can do nothing but observe and record memories.
glacialis_nemo: (❄ You think you can challenge me?)

Whatever I touch turns to snow in my clutch! I'm too much!

[personal profile] glacialis_nemo 2014-01-29 11:47 pm (UTC)(link)
Items/Weapons:
- Frozen Pride, his signature weapon.
- One Elixir, a drink in a crystal vial that restores health and magic
- Reading glasses

Sample Entry:
Vexen isn't the easiest customer to satisfy upon arrival, but Xigbar knows just how to handle him.
IC Contact post for shorter, almost chat-style posts.
Sample Entry Two:
Vexen's delight at being given access to top-notch facilities in Siren's Pull.

Not even a little sorry about the lyrics in the subject lines. :v
churchninja: ("He tore open her blouse—")

Howard Link | D.Gray-man | Reserved

[personal profile] churchninja 2014-01-30 03:07 am (UTC)(link)
Name: Tess
Contact Info: [plurk.com profile] snipped, aim: mistweaving
Other Characters Played: N/A
Preferred Apartment: None

Character Name: Howard Link
Canon: D.Gray-man
Canon Point: Chapter 217
Background/History: Wiki
churchninja: ("—quivering thighs.")

Re: Howard Link | D.Gray-man | Reserved

[personal profile] churchninja 2014-01-30 03:13 am (UTC)(link)
Personality: A very strict and professional individual, Howard Link is what one might consider the epitome of propriety. A religious upbringing has ensured that he is of strong faith, well educated, and (above all) utterly obedient, and he devoutly supports the Catholic Church in the war against the Millennium Earl, his army of demons, and the Noah family. Initially, he seems like nothing more than a meddling bureaucrat that displays a penchant for closely observing rules and regimens and his typical direct and straightforward approach can sometimes make him come off as condescending. It's not uncommon to catch him correcting those that fail to conduct themselves in a proper, orderly manner.

As expected, Link is shown to be very respectful of his superiors. Perhaps the most influential of his relationships would be with Chief Inspector (sometimes Secretary) Malcolm C. Lvellie, whom Link answers to and serves without question; as one of the most prominent figures in Central, a division of the Vatican that oversees the Black Order itself, Lvellie's word is law in Link's mind and any explicit orders given by him are to be followed. Before taking up his position as Allen Walker's private supervisor, Link acted as Lvellie's administrative assistant, though it remains unknown precisely how, when, or why Link became his personal secretary. His purpose is sometimes ambiguous but his usefulness undeniable, as recent developments show Lvellie going to great extents in order to save Link's life after an encounter with a sentient Innocence (the Apocryphos) results in a grievous, mortal wound. Once Link makes a recovery and his memory of the event altered so he believes the Noah to be responsible, he continues to willingly act on Lvellie's orders without question. While this strong connection may be directly affected by their different ranks, Link clearly trusts Lvellie and has been known to express outright concern for the older man's wellbeing, often seeing him off or offering escorts in dangerous times. Link even shares Lvellie's hobby for baking and reveres him as a master at his craft.

Lvellie himself issues the order for Allen Walker to undergo nonnegotiable, twenty-four-hour supervision until further notice, and perhaps as another testament to his rigid upbringing, Link strictly adheres these orders and takes his duty very seriously. As to fully investigate Allen's connection to the Fourteenth Noah, Link is found wherever Walker is throughout most of his appearances. This surveillance continues through several story arcs, during which Link gradually becomes more than a mere stickler for rules. After a bit of stubborn prodding, one realizes that Link, though still very serious and dedicated to his work, can be considered generally tolerant of most things that are not blatant misconduct. Time spent subjected to Allen's attitude has slowly shaped him, and he sometimes appears more human than he is given credit for; he bends the occasional rule, his nagging could be likened to bickering or mothering, and his presence has become so predictable that Allen sometimes confides in him. It becomes clear that despite how distant and blunt he remains, Link has actually come to care for those he spends regular time with and often concerns himself with their welfare. Before the calamity surrounding Allen's collapse and escape takes place, Link shows a more forgiving (albeit still stern) side, alluding to the notion that a tentative camaraderie has developed.

Recent events in canon have shed more light on Link's internal conflicts. In time, he reveals that in order to survive, he and a small group of orphaned children were taken in by an underground organization serving the Church; given the years he spent in the their care, this is perhaps the best explanation for his firm devotion and tolerance for the Church's more secretive, unethical practices. In addition, his enthusiasm to conform and blind obedience have become the source of much guilt, especially when his childhood friends are revealed to be subjects in a dangerous experiment and are then either killed out of necessity or abducted by the enemy. His death is later faked and he's announced officially deceased on account of Allen Walker, and as a result he's unable to return to Central or the Order. Now on the run and a host for the Chang family's powerful healing golem, Atuuda, his fate has become remarkably grave; finally, he's seen expressing a desire to see whether or not people can escape their fates by sheer willpower alone. His situation becomes even more uncertain when he witnesses the Cardinal, a member of the highest ranking officials in Central (and actually the Apocryphos in disguise), defeating Exorcist Kanda Yu with little effort. Faced with evidence of their own officials performing unthinkable acts, it seems his faith has been shaken and inevitable seeds of doubt have been sown.

Abilities/Powers: The "badass-normal" trope fits Link like a glove. Unlike the accommodators—or Exorcists, as they're officially called—he possesses no Innocence (a holy weapon and the only thing capable of cleansing mechanical demons known as 'akuma') and he relies on the extensive training he received after being taken in by the church. As a member of Central's elite combat division, CROW, Link is fully capable of holding his own and has shown himself to be one of the strongest humans seen thus far.

While it doesn't seem like much, he's armed with a hidden switchblade on each wrist and a stash of paper talismans that allow him to perform various abilities and magic. With a flick of the wrist, these spells can restrain enemies and allies, form protective barriers, or deliver quick explosions to the designated target. The talismans themselves appear to be reusable as long as they aren't destroyed or the incantation doesn't fail and seem to be available in mass quantities. The talismans quickly slip out of his sleeve when needed, though exactly where and how he stores them remains a mystery.

He's highly intelligent and an incredible tactician, even besting a deceased chess champion in the midst of a heated battle. He's also a skilled baker (specializing in pastries) and note-taker extraordinaire, with a strong affinity for memorization.

As of chapter 213, Link plays host to a curious creature known as the Atuuda. Once the golem of sorcerer Zhu Mei Chang, it was passed to Link when its abilities were used to save him from death. Unlike other golems, however, it isn't a small, mechanical device used strictly for communication. It looks to be organic and resembles a giant tadpole or catfish. When summoned, it can heal others at the cost of Link's own life energy but the effectiveness is entirely dependent on his strength at the time.

Items/Weapons: Two switchblades, paper talismans

Sample Entry:
[This video may be sudden but it's hardly accidental. The poster has taken great care to keep his face hidden while directing the audience's attention elsewhere. To what, exactly? Behold. A dusty can of beans. Why? To make a trade, of course. You can't get something for nothing.

Once he feels enough time has passed, he speaks calmly, firmly, professionally:
]

Good evening and pardon the interruption. I've only just arrive and I'm seeking information. Those who offer a suitable answer in a timely manner will receive this in compensation. Despite its appearance, I assure you it's unopened and in good condition. Should you have doubts, I've no issue with providing a closer look. [A beat. The video remains focused on its lifeless subject, suggesting the speaker has no intention of revealing his face.] Also, I would appreciate it if any interested parties refrain from threats or lies. I've no time for foolishness.


Sample Entry Two:
The air was crisp, the sky clear and black as ink. No longer obscured by excess light pollution, stars glittered like jewels and, for one brief moment, he thought it might be beautiful. Behind him, the derelict remains of a once-magnificent subway station loomed, threatening to swallow him whole with its massive tunnels and ominous shadows; if he strained his ears, he could barely make out the faint patter of what was probably rats but also reminiscent of small footsteps. It made him rather uneasy.

Who (or what) lay hidden in the dark?

Eager to escape the eerie sensation of being watched, Link set a brisk pace towards the apartments. He'd be returning empty-handed, a notion that left him extremely troubled and (if he were being honest with himself) somewhat conflicted. Did he really hope to find Walker here? Wouldn't he be better off back home? They were difficult questions to answer. In one world, Allen was a wanted fugitive and he'd be pursued relentlessly; in the other, he'd struggle for survival and there was no telling who (or what) else had come with them. Which was the lesser of two evils? He couldn't say. Instead, perhaps Link should ask himself what he'd do if he ever found Walker in this place. Lvellie's absence didn't excuse him from his tasks; one day, he would need to side with the Fourteenth, but losing Walker here would mean losing everything. For the time being, it would be best to focus on leaving Haven in one piece. Only afterwards would he consider his other duties.

Doubling his efforts, he began to run, the chill leaving his chest aching where wicked hands had pierced him. The leftover scar gave him grief when temperatures dropped but it was nothing he couldn't endure. From the looks of things, the cold would be the least of their worries. As he ran and the dark windows of the apartment building eased into view, he noticed the weight of something small and compact jostling in his coat pocket. Ah, that's right. His hand delved inside and closed around the strange communication device. Slowing to a walk, his fist pressing below his scar in an attempt to soothe the dull ache, he withdrew his phone, gave it a short inspection and then, after no further deliberation, thumbed a button. It was rather late but his questions couldn't wait any longer.

Where are you, Allen Walker?
oblivionswater: (Not sure if I want that...)

Aqua | Kingdom Hearts | No Reserve

[personal profile] oblivionswater 2014-01-30 08:03 am (UTC)(link)
Name: Bix
Contact Info: plurk: corbix, skype: steelcorbix
Other Characters Played: Kozmotis Pitchiner ( [personal profile] fearguard

Character Name: Aqua
Canon: Kingdom Hearts: Birth By Sleep
Canon Point: Secret Ending, diving in to the Realm of Darkness
Background/History: A wild wiki appears!
Personality: Much like her namesake, Aqua is generally a very calm, patient young woman who can easily adapt to a difficult situation. She has a deeply rooted sense of right and wrong, an unshakable foundation that guides her every choice. She can be a bit reserved and a might bit too serious at times, but just because she isn't rambunctious or apt to loud outbursts doesn't mean she doesn't know how to relax and have fun. It's just been a long time since she's had reason to laugh due to the threat of the unversed and the loss of her teacher and friends.

The largest driving force behind Aqua's actions are her friends; whether it's to help them, protect them or teach them. They're the source of both her strength and weakness, faced with their loss and separation from anyone familiar she's apt to give up. She will avoid fighting them if ever possible, though when they need to be stopped she will step up to the plate and take that responsibility. She takes any threat to her friends as seriously as she would a threat to herself, their protection being her first priority.

Aqua's unshakable faith in those she counts amongst her friends belies a decidedly optimistic outlook on the world. She believes in the best of people, and will support them with everything she has when they need it. She can be a bit overprotective of those she cares for, something that can become a bone of contention despite her intentions. Her protective nature extends beyond her friends, if a threat shows up in the immediate area she will be amongst those fighting it off as opposed to hiding. Aqua is confident in her skills and doesn't need or necessarily want someone to protect her. She can be brusque about someone trying to play the hero for her; she's no damsel in need of rescue and will fight right alongside against whatever threat is present.

Aqua takes her role as a Keyblade Master seriously, she's a protector of the Light and it's citizens. She will always do the right thing, even if it means taking the harder path. She adamantly refuses to utilize the powers of darkness, and firmly believes that it is never something to be turned to. Revenge only begets more revenge, acting out of anger can only bring sorrow and pain. There is a limit to this, she's only human after all, vengeance and anger is well within her range of emotions. While this borders on being hypocritical, her intentions are always for the best of everyone involved.

Aqua's mastery of the trickier magic belies a willingness to learn and the patience needed to achieve those levels; she's willing to do the leg work involved with learning something and maintaining the practice of it. She's comfortable doing research and taking advice from others; there is always someone who knows more than her about something and if they're willing to teach her she will apply herself. This extends to teaching others, if they're willing to learn and honest in their endeavor Aqua is willing to teach. Whether it's fighting, magic or simply about the worlds at large and the balance of light and darkness.


Still waters run deep, however, and beneath the endless faith and optimism is a warrior who's fully capable of setting aside a friendship if it means doing the right thing no matter how much it hurts. When push comes to shove, Aqua can and will defend herself and those around her without fear.


Abilities/Powers: Aqua is a Keyblade Master, though not as much of a purely physical a fighter than her contemporaries. She bases her attacks on magic and agility, using her own slender frame and effortless use of the Reflect spell as defense.

She primarily uses elemental attacks of varying levels, from single balls of fire or ice projectiles and fields of electricity around herself to raging infernos that twist around her or summoning massive blocks of ice from the ground to encase or send opponents flying and even send up to three fireballs or chunks of ice at an opponent.

Further enhancing her fighting ability are various command styles that alter the nature of both magical and physical attacks; wreathing her in fire (Firestorm), spinning chunks of ice around herself (Diamond Dust), electricity (Thunderbolt), levitation (Spellweaver), illusions of herself (Ghost Drive), even using the keyblade as a means to gain a midair advantage (sky climber) and extension of the keyblade itself (Blade Charge). These are, however, limited in both duration and some are more difficult to use due to the specific magic require to unleash them on an opponent.

Another trick up Aqua's sleeve, used primarily against difficult odds or overwhelming numbers, is Lightbloom a deceptively graceful spinning technique that allows her to wildly fire orbs at an opponent. More often however, she relies on the directional Prism Rain; sending multicolored orbs in a singular direction.

From a non-combat standpoint her magic is still decidedly strong, and as a Keyblade Master she is able to sense the darkness within the hearts of others as well as place protective charms on people and objects. She is able to transform her keyblade in to a glider for faster transportation as well.

Items/Weapons: Her personal keyblade (stormfall), the keychain for Master Keeper (allows her to swap it for stormfall) and her Keyblade Armor (summonable)

Sample Entry: [The video feed is black, though a voice can be heard.]

What is…?

[The view twists rapidly, briefly showing a glimpse of a pair of pointed armored shoes and an odd silver badge over pink straps before the underside of a young woman's chin framed by blue hair is visible, looking around in what might be obvious confusion.]

This isn't the Darkness, but how…? Where…? What happened here?

[She finally looks down and a blush creeps across her face. Totally just realized it was on and recording her talking to herself. She clears her throat, recovering quickly.]

Hello, my name is Aqua and if anyone can tell me what world this is I would be grateful.

[There's a pause, as if she's debating something.]

Also, if anyone's heard of a boy named Terra I've been looking for him. He's not in trouble, I'm just… worried.

Thank you.

[She fumbles for a moment before cutting the video off.]

Sample Entry Two: A log!
Edited 2014-01-30 08:17 (UTC)
worthdisgracing: (Default)

Beast | Kuroshitsuji | Reserved

[personal profile] worthdisgracing 2014-01-30 04:30 pm (UTC)(link)
Name: Rizu
Contact Info: opheliary@gmail.com, stormcoming [plurk]
Other Characters Played: Lacie Baskerville [[personal profile] dilexit]
Preferred Apartment: none

Character Name: "Beast", (birth name unknown)
Canon: Kuroshitsuji
Canon Point: post-death, ch. 33
Background/History: Kuroshitsuji wiki
worthdisgracing: (BOUQUETS)

[personal profile] worthdisgracing 2014-01-30 04:32 pm (UTC)(link)
Personality: The first thing people usually notice about Beast's personality is her short temper. Bellicose and domineering, her moods can change drastically based on the smallest or most well-meaning of comments. Not only fast with a foul mouth, Beast is just as quick to lash out physically when frustrated or angry, no matter the consequences. Driven by her strong emotions, only the people she considers family have much success in getting her to calm down, and even among them only Joker was shown to be able to do it skillfully. Whether it's someone she just met or even someone she's supposed to be treating well, (such as when Sebastian was masquerading as a paying customer to the Circus), she'll aim a kick when she feels it's deserved.

However, this temper and her short fuse seem to be less the product of anger and more an attempt to hide how very sensitive about certain issues she is. Beast abhors appearing weak, and as a woman with one and a third legs, she's been weak more times than she cares to recall. People bringing up her low-class background, insulting her ragtag family, and especially people who make comments about her leg or the other circus members' disabilities/disfigured features is going to find themselves on Beast's infamous bad side real quick. And once you get there, it's hard to get back on her good side- she's stubborn, bad at apologizing, and reluctant to admit wrong-doing on her part to others.

Coming from as bad a background as she has, abandoned before she can really remember to fend for herself doing child labor and living on the streets of London's East End, Beast is bitter and cynical about people in general, and has a hard time extending trust to others. She views authority figures as corrupt and uncaring, the rich as gluttons unconcerned with the plights of the poor, and the idea of a kind and loving higher power contemptible. Once her trust is earned, Beast is a friend through think and thin, willing to put her life on the line for you, but being accepted in to her circle of family and friends is not the easiest thing to achieve with how standoffish and easy to offend she can be.

Beast is rather prudish when it comes to her own person, yet wears rather scandalous leather garments for her performances. While playing her part she's sexual, confidant, but any man who makes comments about her character or clothing choices when she's outside the ring is likely to find himself with a very angry woman who is good with a whip on his hands- and not in the good way. If no one mentions it or brings attention to her, she doesn't have a problem with presenting that way, but a single word reminds her to be self-conscious or offended. A product of her times, some could say, but even for Victorian England Beast can seem a bit old-fashioned. She never had the luxury of prudishness before- she'd likely have hiked up her skirts if it meant living a better life with no hesitation back before the Baron, but now she has someone she loves, and some actual dignity in her life and she's loath to betray it.

Though she fills the role of "villain" alongside her fellow circus members in her particular story arc, Beast is not an evil woman no matter how dirty the deeds she's committed have been. What she does have is a strong desire to protect her family, the cobbled together group of street orphans who were "saved' by Baron Kelvin. With the Baron's seal stamped on the false leg she wears as a constant reminder of just who she owes her life to, Beast and the rest of the Noah's Ark Circus' core members are basically in a situation where they're both blackmailed in to and obligated to do whatever it is the Baron asks them to do, no matter how distasteful they find it. The fact that they owe the Baron everything may hang over their heads, but that alone isn't enough to motivate Beast. Of all the members, she seems the one who resents the Baron the most, most likely for what she perceives as his ill influence over Joker. But it's not just that debt- the Baron controls the workhouse where all the other kids she grew up with, kids like her, missing limbs, abused, or with abnormal bodies, live, and he's insinuated that those kids will only remain happy and healthy as long as he gets what he asks for.

So the Noah's Ark Circus kidnaps kids in the dead of night and eliminates any witnesses, delivering those children to Baron Kelvin. Only Joker among them knew exactly what fate those children met, but even Beast knew it couldn't be good, not with how strange their "Father" was growing each passing year. But she does it anyway, makes the choice to sacrifice children who grew up with families, warm, fed, for kids like her who she can save. She doesn't view what she's doing as noble, nor does she feel in any way happy about buying the lives of children she's chosen to throw her lot in with using the lives of children she's selected to be... she doesn't want to know. But she does it anyway.

Noah's Ark Circus hides a lot of secrets, and all of the members are pretty skilled at putting on shows and acts, for the secrets if not for the fact that they make their living as performers. Beast can hold on to the act in the ring, in her persona as the Circus' star performer, the wild animal tamer, strong, sexy, brilliant, smiling, but she has difficulties outside the big top with lying straight faced. In front of an audience she can control her character crafted to please, but she's remarkably easy to read when she's not careful, which is another reason she hides behind that explosive temper of hers. Just like she doesn't want people seeing how sensitive she can be, she also has a vested interest in making sure they can't tell she's lying or hiding something.

One of the things she tries hard to hide, (and seriously fails at hiding), is her unrequited love for the circus ring leader, Joker. She's felt affection for him different from how she feels about the rest of their family since their Renbon Workhouse days, and it's she who notices most how what they do affects Joker. She notes how his smiles have grown more fake, how he's pulled away and grown more distant as they serve Father, and he the favored son. It's her love for him, hating to see him like that, that prompts her to suggest to him that they finally break free from Father, take the circus and make their own living- even if it means abandoning his patronage and protection. It's her love for him that makes her weak and left wanting when he all but rejects her, choosing duty to Father and the children over her pleas for a freer life, perfect prey for a demon who wants names and locations and the truth about the circus.

Beast, had she been given the opportunity, given a body not lacking as hers is, had the potential to grow in to a strong, gruff, but caring woman, capable of living a normal life. But all those are impossibilities now. She's wracked by guilt, at what they do for Father, more recently, at the fact that she accidentally betrayed her family's activities to "Black" in a moment of weakness taken advantage of after the man she loves refused her. She lashes out at the world and people around her who offend her to try and hide how weak she truly is, to cover up what a bad liar she can be and hide her secrets. She loves, knowing that her love may never be returned because of "Father", duty, the truth of the horrible things they do. She is driven by the desire to survive, to live, to one day make it to that idea of "over the hills and far away", some vague, longed for place where people like her can achieve happiness.

Even though she fears that over the hills is too far off for any of them to ever reach.

Abilities/Powers: Gifted with no supernatural powers nor particularly noteworthy abilities, Beast is an average woman. Likely stronger than the average expected for a woman of her height and build, but that is merely a needed trait of her job, from being used to manual labor and making her living as an animal tamer. She is somewhat disadvantaged by the fact that she only had about a third of her left leg, which ends at mid thigh. While wearing her prostheses, which is high quality for her time period, she operates on a normal enough level, but without it, obviously, she would encounter great difficulty when it came to mobility and self-sufficiency.

Items/Weapons: [1] bone china prosthetic left leg, [1] bullwhip, [1] set of clothing
worthdisgracing: (SEEKING GUIDANCE)

Beast | Kuroshitsuji | Reserved

[personal profile] worthdisgracing 2014-01-30 04:32 pm (UTC)(link)
Sample Entry: My most recent stuff with her was done at Amat Omnes, but seeing as that's locked content, have this super old thread from my days playing her at POLYchromatic. If you prefer something newer, however, I can rustle up some screencaps.

Sample Entry Two:

They say your life flashes before your eyes before you die.

Beast had always hoped that wasn't true. There were too many things she didn't want to remember, too many things she'd left behind, struggled so much to leave in the past, and yet no matter how she tried, always seemed to be waiting one step back. One step back, and she'd feel the rock crumble and the lurch of empty space at the edge of the cliff she and her ragtag family had been teetering on for years.

But it's true.

Through the haze of rising dust from the rubble of smashed in stones and the choking cloy of fine flour in the air, she can just barely make out the silhouettes of the Phantomhive servants above. Painfully aware of Dagger's still warm corpse behind her, his blood smeared on her hands from where she'd held him, on her clothes from where he'd shielded her.

(The match, being lit.)

Why did it have to end like this? Hadn't they done all they could only for those children, the young ones left behind in Renbourne Workhouse, hadn't they done all they could to survive? If they'd had their way, surely they'd never have hurt anyone else. But they hadn't. That had been their choice. Die in the gutters of East End like rats with not a single person to give a damn, or be in debt to Father, repay Father, in the children he wanted for his manor. Trading the lives of children who grew up loved and happy to keep the ones like them, the ones who grew up missing limbs, scarred, abandoned, fed and clothed and protected.

Why not want just that? They'd been starving to death in a country that was rich, unwanted and unloved, ignored by Queen and country and those better off. She can still remember it all, like it was yesterday, like she could blink and suddenly be seeing that piss-soaked back alley, the dirt and filth on their clothes and single blanket, the bone thinness of their limbs and the cracks on their lips. The way her leg ended in a scarred lump covered in shoddy bandages, the way they all stared lifelessly up at the man, so clean, so well-dressed, with such a kind smile, who offered his hand to them and with it, offered a better life.

It's all they'd wanted.

(The match falling through the air.)

All she'd wanted until she'd also wanted Joker to love her back, and maybe, more than the kidnappings, more than stealing through the night taking children from their beds, killing anyone who saw a glimpse, that had made her the most guilty, the most dissatisfied with their lot in life. Was that what made her a bad person? Was that what made her deserve to die in a place like this? That more than what she'd done to those children, she regretted her own troubles, her own aching desires?

But it had been aching desire that brought all this on, hadn't it? Tears hot and bitter and shameful on her cheeks, to be left behind with fake smiles and kind words, to be plucked up by another, plied with sweet words and touch and promises of comfort. Because Joker had started hiding from them all, withdrawing, his expressions growing more wooden and forced, and she hadn't been fooled like some of the others. Small cracks in her angry, bitter heart, and a demon worming its way within.

So maybe she did deserve to die. She was a traitor, she'd told Black, and then it turned out he and Smile were with the Yard. She'd told him about Father, he'd coaxed and coaxed and she'd been so stupid, made a whore of herself for a night of forgetting that she'd never get what she wanted, and she could curse herself to hell and back for it, but why did everyone else-

(The moment the flame caught.)

Dagger, who was besotted and dramatic, but so damned kind. Wendy, who was like a big sister to the lot of them, and Peter, a strict big brother. Jumbo, who was strong and intimidating, but gentle and quiet. Doll, who had been scarred by the world and still found it in her to forgive people. Doc, who'd given them the legs to walk on, the arms to hold with. Snake, who was so queer, but unwaveringly loyal. Were they all going to be captured by the Yard, or worse, killed like Dagger had been? Like she was about to be?

(The burst of light and rush of heat and sound.)

There wasn't enough time.

Throat tightened, eyes widened, the whip started to fall from her hand. There wasn't enough time to do any of the things she needed to do. Not enough time to apologize for everything she'd done wrong. Not enough time to realize the full extent of her mistakes. Not enough time to find out that at that very moment, every member of her family lay dead, or ran headlong towards it. Not enough time to discover that Father had been deceiving them all along, that the children they'd been working so hard, the children they'd killed and kidnapped for, had been dead for years. Not enough time to be horrified to know that the prosthetic leg strapped to her thigh was made from their ground up bones.

Only enough time for a single syllable to escape her, the first sound of Joker's name and the last sound she'd ever make.

(The explosion.)

Not enough time to make it over the hills.
Edited 2014-01-30 16:34 (UTC)