APPLICATIONS ARE OPEN! The next processing date is Friday 11th October
IMPORTANT: PLEASE POST YOUR APPLICATIONS HERE ON THE NEW APPLICATION PAGE
We're so glad you're thinking of joining us in Haven, where we are all safe.
In order to apply for a canon character, please fill out the information below and post it in a comment in this entry. For an OC, please apply using the OC information. Please do not link to applications, all applications must be posted here. Please do not delete your applications; if you do not want it to be seen, you can request for it to be screened after a decision is made.
You may apply for two characters every two weeks, to a total of six characters. Only two of these may be from the same canon, and they cannot be too familiar with one another. Please make sure to mark the header of your comment(s) with RESERVED or NOT RESERVED, as well as the character name and canon. App challenges are not allowed currently.
Try to remember spelling and grammar are important, and in app length quality and not quantity is what matters. If you wish to request a specific apartment, please do so in the relevant part of the application. All parts of the application must be your own work, plagiarism will not be tolerated, though you are welcome to reuse your own old applications.
If you are asked for revisions, please don't panic! It doesn't mean the mods don't like you, only that we probably need more information before making a decision. If you are asked for revisions, you will have one week to supply them.
Every attempt will be made to place a character in their chosen apartments, though this may not always be possible depending on the slots available.
Applications are open constantly, but are only processed every other Friday at 7PM EST. The Saturday following acceptance, an IC mingle log will be posted for characters to be introduced to the game.
We now have a test drive community at 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.
Character Name: Henry Townshend Canon: Silent Hill IV: The Room Canon Point: End Game: Escape Ending. Background/History: Not much is known about Henry, really. Unfortunately, the only mention he gives of his past is that it’s unmemorable. It can be speculated that he’s been a loner and introvert most of his life, giving question as to what his home life was like early on that caused him to be that way. However, what is known was that he was quiet and internally focused in school. Where he moved from before he went to Ashfield Heights is also in question, but he has been living there for two years, which points to him at least having a job, and he mentions being happy in his living arrangements before being trapped in 302.
Henry Townshend | Silent Hill IV: The Room | Reserved 2/3
Personality: Throughout the game, Henry appears to be somewhat shy, especially when it comes to being vocal. Most of his dialogue is internal, and when he speaks to others, he does a lot of thinking on his words. He doesn’t seem to be bothered by much, both the creepy settings and some of the character’s words to him being met with silent contemplation instead of fear. While he does seem to fear some of what’s going on, he keeps his head level and stays calm no matter what. To add to this shyness, Henry seems to be a bit of a recluse. Even before being trapped in the apartment, his neighbor mentions that conversations were sparse and he didn’t leave his apartment on a regular basis. The apartment itself looks very lived-in, but clean, most likely pointing to Henry having a lot of time on his hands and spending most of that in the apartment. He mentions at one point in game that his past and school life were ‘unmemorable’, likely pointing to his being a loner. As a contradiction to his introversion, Henry shows multiple times to be altruistic and brave. Multiple times he is faced with deformed and terrifying situations, which he confronts with a steely gaze and some form of makeshift weapon. When he travels with Eileen Galvin, multiple times he makes sure to stand defensively in front of her and does the same when traveling the subways with Cynthia. For a man who seems to enjoy books, photography, and information collecting, he seems to have a mean swing and good eye for guns. During his exploration from world to world, he also shows an intuitive mind. Presented with a riddle, puzzle, or something of that ilk, Henry is quick enough to solve it and move on. When given a riddle and a broken doll in the forest section, Henry searches wells with a makeshift torch for the body parts, connecting them and discovering a new area. In the wash room, walls coated with odd symbols, Henry is able to figure out in which order to put some odd tablets he’d collected before to open a new hole. To bring the bravery and shyness together, Henry is a very reactive person. He doesn’t talk much save for when spoken to or talking to himself. The only instance to the contrary is when he first is trapped in his room and yells to try to get himself noticed. Unfortunately, it doesn’t work. However, despite being very reactive, Henry does well to not let his emotions show. All situations are handled with a carefully calm and level mask. Only in instances of extreme sadness, such as Eileen’s supposed death, anger when he’s defending her, fighting Walter, or when he’s facing a particularly gruesome foe, does Henry show real emotion. Oddly, he watches people like Cynthia, Richard, and Travis die with the same steely gaze after being unable to help them. Whether this was because of that inability to really help or because he didn’t know them well enough is uncertain, but it’s likely the former, given his personality. When it comes to Eileen Galvin, it could be speculated that Henry develops feelings for her during the course of the game. Her ‘death’ is the one he laments the most and she seems to have something for him, as she is the first to recognize his disappearance and make an effort to try to get to him. He also makes the most effort to protect Eileen throughout the game, taking her with him rather than leaving her somewhere where she can get hurt more. At the end of the game, in the best ending, Henry is seen speaking her name and visiting her in the hospital with flowers. Whether this points to more of a connection of just kinship through having survived her possession and subsequent battle with Walter is unknown, but speculated that they do have something through their shared experiences. Above all, Henry doesn’t actively seem to want any troubles, trying to just find a way to get back to normal life. He is pushed on by this desire, as well as one to protect those he meets in the strange and macabre environment. From then on, he actively solves the problems presented, but mostly out of a want to put it all behind him. He cares for others and spends a lot of his time trying to help them throughout the game. His kind soul and brave personality make for a good mixture when it comes to sticky situations. Abilities/Powers: Nothing in specific. Like all Silent Hill protagonists, Henry’s only real power is the ability to pick up anything and make it into a weapon/know how to use it Items/Weapons: Steel Pipe, handgun, Rusty Axe
Name: Steve Contact Info:darkspineshadow on AIM | Abnormacus on Plurk Other Characters Played: N/A Preferred Apartment: With Naoto Shirogane, if possible.
Character Name: Tohru Adachi Canon: Shin Megami Tensei: Persona 4 Canon Point: December 5th, 2011 | Shortly before Adachi bumps into the Investigation Team at Inaba Municipal Hospital.
Note! Since his initial canonpoint is being moved back a bit, this would mean that Adachi will be coming back into Haven with no recollection of his previous stay. Everything'll be brand new to him once again.
Personality: Imagine, if you will, that one bumbling coworker of yours. You know the one. The kinda awkward one who always seems to invite himself into your conversations, sharing information with you that really doesn't need to be shared? The innocuous one who tries his damnedest to act confident and to be competent in what he does, yet never seems to get much respect from you or your peers. The manipulative one who is secretly responsible for the murders of two innocent people and the endangerment of countless others in---
Wait. What?
No, you heard me correctly. This, ladies and gentlemen, is Tohru Adachi. Beneath this unassuming, derpy, cabbage-loving exterior beats the heart of a madman. Or at the very least, a man who's incredibly fucking angry with the world he finds himself in. Not very much is known about Adachi's early life (or even about his early career as a police officer in a big city), but after some pretty heavy-hitting revelations that come late in the game of Persona 4, it's evident that Adachi didn't become a policeman to protect or serve. Why did he become a policeman? So he could legally carry a gun, he says. He goes on to explain that after an eternity of "studying his ass off," he was supposed to be "the best of the best," but an undisclosed incident had led to Adachi's superiors reassigning him to the police department in Inaba, a small rural town in the middle of nowhere.
But alas, the move to Inaba really wasn't what Adachi needed at all. To be more specific, it was the strange power he acquired upon his arrival in town that he really didn't need. Gaining a Persona, as well as the ability to access the bizarre world of the Midnight Channel within his own television, was a full-course meal for Adachi's ego, cranking his issues of entitlement all the way up to eleven. And unfortunately for the first two victims of the Midnight Channel---one Mayumi Yamano and Saki Konishi---it was Adachi's personal entitlement that led to their untimely demises in the first place. Adachi, assigned to be Yamano's bodyguard in the midst of a major scandal, had nursed an unwelcome crush for the female reporter, and when he didn't get his way with her, he tried to force her hand and get exactly what he wanted the hard way. The ensuing struggle led to her accidentally stumbling into the world behind the TV, and to Adachi discovering yet another new power. It was only days later that he attempted to get his way with Konishi, a high-school student he was meant to interview, as well before she rebuked him and he retaliated, shoving her into the TV as well. He feels very little shame about what he did, however, labeling both women as gold-diggers, petty bitches who deserved what they got in the end.
But did he stop there? Oh, no. After the disgraced Taro Namatame was revealed to have similar access to the Midnight Channel, Adachi turned one simple phone conversation around and manipulated Namatame into trapping more victims inside the TV, carrying out more of Adachi's dirty work all for the sake of his own entertainment. There's very little reason for Adachi to have done what he did apart from the fact that he could do it, and that it was "fun." So really, don't be fooled by this New World Fool. Much like the reversed Fool Arcana, Adachi is impulsive (making very rash decisions that lead to a mess of problems for the town of Inaba and the world at large), obsessed (particularly with his little game of cat-and-mouse and with a good deal of women he meets, much to their discomfort), frivolous (hardly taking the ramifications of his actions seriously), and just all around lacking in terms of any real foresight or human decency.
Abilities/Powers: Adachi can summon a Persona---a spectral figure that represents his true self---known as Magatsu-Izanagi. It was bestowed upon him when he first arrived in Inaba, and since then has grown to Level 73. In addition to a high HP count of 4200, as well as a resistance to Light and Dark skills altogether, Magatsu-Izanagi has the following skills:
Vorpal Blade - Inflicts heavy Physical damage on all enemies. Ziodyne - Inflicts heavy Electric damage on one enemy. Maziodyne - Inflicts heavy Electric damage on all enemies. Garudyne - Inflicts heavy Wind damage on one enemy. Magarudyne - Inflicts heavy Wind damage on all enemies. Power Charge - The next normal attack, physical skill, or Almighty physical attack will be 2.5 times greater in power. Self. Mudoon - 50% chance of instant death from the power of Darkness on one enemy. Dekaja - Cancels stat increase on all enemies. Heat Riser - Increases an ally's Attack, Defense and Agility for 3 turns. Evil Smile - 25% chance of inflicting the Fear ailment on all enemies. Foolish Whisper - 25% chance of inflicting the Silence ailment on all enemies. Ghastly Wail - Instantly kills all enemies suffering from Fear ailment. Atom Smasher - Inflicts medium Physical damage on all enemies up to 2 times with a chance of fear.
Apart from being able to summon his Persona, Adachi has also demonstrated several other bizarre powers and abilities both in game and anime canon. These aren't really powers he would display out in the open, mind, but he can interact with televisions and pass through them into another world entirely. And inside the Midnight Channel, the world is Adachi's playground. He can create Shadows of himself, lifelike duplicates meant to confuse and distract his opponents. He can teleport in the blink of an eye. He can distort the TV world into something sick, corrupt, and twisted. And finally, he can coexist with Shadows to the point that none would dare attack him, probably, he believes, because they share the same ultimate goal. Though, really, that may have something to do with the malevolent presence that still lies dormant within Adachi:
Ameno-sagiri. A powerful, godlike entity who shares its desires with mankind. And if mankind wishes to end its suffering and remain blind to the truth of their everyday lives, then Ameno-sagiri will stop at nothing to envelop the world in a thick fog and leave mankind without its humanity.
Items/Weapons: - His New Nambu M60, the standard-issue revolver for Japanese police. - His police badge - A threatening letter addressed to one Mr. Yu Narukami, a crucial piece of evidence that Adachi conveniently "forgot" to send off to the Forensics labs. Since there's no text in Haven, then the envelope and its contents are sure to show up as blank to anyone who tries to take a look at it.
Sample Entry:Here is an entry from Adachi's previous stay!
Sample Entry Two:
By now, Adachi's no stranger to this town. It was a bit of a weird adjustment at first, but hey. He can't say he isn't used to that sort of thing by now.
See, things have a habit of never quite going his way.
One second, he's a rising star with the Tokyo Metropolitan Police. The next, he's transferred---like a disease---to some hick town in the middle of nowhere.
And only months after Adachi finds a way to spice up his otherwise mediocre life and have a little fun, his game's cut short. He's dragged, yet again, to an unfamiliar place where he'd rather not be.
Congratulations on being accepted, Tohru Adachi. You will be living in apartment #1.005, and your tag is character: tohru adachi. Please use this tag when you are the poster of the entry or log, and when you tag into an entry or log, thank you.
IMPORTANT: An IC mingle log will go up on Saturday at 7PM EST, where new characters can intro with the rest of the game. Feel free to join the communities and introduce yourself OOCly before then.
Name: Angie Contact Info: cockblocker @ plurk Other Characters Played: N/A Preferred Apartment: If the canon mate that's apping soon gets in, I would like for Claire to have an apartment with him! Please and thank you :)
Character Name: Claire Stanfield Canon: Baccano! Canon Point: End of the anime series, before the OVAs. Claire will be in Manhattan! Background/History:Here and here! Previous Game History: N/A Personality:
Claire, as an individual, can stand out amongst any crowd, be it a normal crowd or one populated by asylum patients. He isn't particularly amazing looking and he's undeniably obnoxious, what with his love of talking endlessly; but it's the aspects of his personality that draw attention. In appearance alone Claire seems unassuming, which can be explained by his adorably boyish demeanour and eccentrics. Most people would deem him harmless on sight under normal circumstances, harmless and maybe a bit (very) annoying. This is only the surface of who he is, but it's certainly not a complete front. He is naturally friendly and cheery, an extrovert at his finest, striking up conversation with friends, strangers, and enemies alike. Though, almost any topic will lead to Claire being weird, either through actions or words, or both! He's very expressive, maybe overly so, and excitable. He makes grand gestures with anxious hands, and with the way he speaks, seems to not have a brain-to-mouth filter, which makes him appear insensitive or creepy at times. This kind of behaviour would usually lead one to believe that the person is air-headed, but when discussing subjects that aren't mundane, Claire makes a show of being thoughtful and knowledgeable as long as the topic interests or applies to him. He's competent and concepts are hardly ever difficult for him to grasp, as he can adjust fast and without faltering.
Now what makes Claire so special that he can be just as or more fascinating than someone who is legally classified as crazy? Well, he might not be legally classified as such, but he is crazy! A psychopath with a few other personality disorders, to be exact. He can shift from being perfectly pleasant to downright malicious and creepy at will. These changes might appear random to some, but there is always a trigger, no matter how small it may be. Being triggered doesn't necessarily mean that he's angered because he almost always takes things in stride and maintains a friendly manner. The violence and brutality are rationalized as necessary in his mind, but it can't be denied that he takes pleasure in inflicting pain and striking up horror. He isn't easy to anger at all, however if those he cares about or feels responsible for are seriously threatened, he will get riled up, which means the source of the threat is going to die. Still, his self control is to be admired as he is never caught off guard for long, which is why he manages to appear so composed all of the time. His confidence allows him to stay in control of himself and what ever it is that's happening around him. And it's always nerve-wracking to have Claire in charge, because he is highly unpredictable, to the point of being erratic. He's just so weird!! What truly makes him different? He gets away with absolutely everything he does whilst getting his way, usually. It's a combination of luck and knowing what he's doing, always. This is what makes him so special, so odd. And he knows it!
It's a given that he would have been constantly praised in the circus for his talent, and this is where he most likely developed his narcissism, which eventually evolved into solipsism. Despite his laid-back attitude and amazing natural talent, Claire is a hard-worker and strives for the extra mile in everything he does, obtaining the title of 'best' easily every time. For this reason he grew to believe that, in his own words, he was humanity itself, someone who has built himself up without the help of a God. Though this doesn't make sense, it makes sense to him. Yes, his philosophy is the belief that you are the only person in the world, that you own the world. He truly started to believe that life was nothing but a show that was put on for him, and that everything and everyone were the creations of his own mind. With this belief Claire decided that nothing was impossible and that he could achieve or accomplish anything as long as he could envision it.
Becoming an infamous assassin didn't exactly help Claire's solipsistic obsession and narcissistic attitude. Though chances are, his solipsism beliefs are probably the reason why Claire was so successful as an assassin as it made him fearless in a way. Not only did he believe he could do anything he put his mind to, he also believed he couldn't die. If his mind ceased to exist, then the world would also cease to exist, because it is his creation. Somehow, he came to the conclusion that it was impossible for him to die because he couldn't imagine a world without him in it. His beliefs concerning his life itself might be the reason why he's so independent, in the sense that he comes and goes whenever he pleases. While he's very capable of forming bonds and having genuine love and respect for certain people, his habit of relying on only himself and desire for stimulation/excitement makes him a bit of a (social) loner when he's not needed. He's a worldly traveler at heart and most people wouldn't be able to keep up with his never-ending energy, anyway.
After becoming an assassin, Claire also discovered a new ability -- he could rid what ever scum he wanted from his world, and this is where he developed his twisted sense of justice. Claire is very cruel when he feels it's called for, and unfazed by gore; he has stated that he was specifically trained for this line of work, so witnessing and performing various torture methods must have desensitized him. It is also implied that he holds within himself a blood-lust that's impossible for him to ignore or change. Though he may appear to be ruthless, Claire is very capable of compassion and mercy, because he believes those are traits reserved for only the strong. He has a talent for reading people; as warped as he may be, he can empathize and pick apart a person by observation alone, or in conjunction with his knowledge of the (often few) facts he knows about them. He uses this judgment when deciding who should die and who he should help, unless he is specifically hired to carry out a hit.
Surprisingly, this assassin is actually quite the romantic. One could even go as far to say that he is love sick, though with the way he speaks about his affections, anyone would wonder whether or not they should take him seriously. He has quite the reputation as a lady-chaser, not because he's fickle, but because he gets rejected so frequently. The reason is most likely due to the fact that he's so quick to propose to any girl he finds attractive who offers him the time of day. This is where his solipsism once again comes in, because rejection never discourages Claire, for he believes the world is at his convenience and the intended girl for him will say yes when he asks her. He is kind of desperate, but he has also stated that he is very loyal and would give himself completely to the girl who accepted him. He may be unpredictable, but he is not unfaithful in the slightest!
Love is probably the only kind of competition Claire has experienced loss in. To be blunt, Claire is quite full of himself and he has every reason to be. Whenever he flaunts his ego and prowess as a fighter there is always a person there who seeks out to prove him wrong and tries to do just that, only to fail. With every fight his ego is affirmed. Though this doesn't mean Claire is quick to underestimate. Claire is an upbeat, friendly person, but he's not one to joke around. He takes every conversation, proposal, and fight seriously. He may speak with a carefree tone that irks people in heavy situations and have a habit of mocking his enemies as a way of putting them in their place, but again, he's competent enough to not let his ego cloud his understanding of any given situation. He's just able to easily separate the strong from the weak and adjusts his effort accordingly, while victory is always assured.
In canon, Claire has no supernatural powers, but his strength, agility, and even his senses are kind of ridiculously unrealistic, making it (mostly) ambiguous as to whether or not he's even human (though he has stated he is). His fingers have ripped flesh clean off of throats and he has dodged bullets on more than one occasion in canon. The author of the novel has also confirmed that Claire is strong enough to crush spines with one hand. From various examples of his physical feats in canon, I can infer that both his strength and speed, along with his reflexes, are above that of natural human ability. His sense of sight and hearing have also proven to be unnatural, making it nearly impossible to catch him off guard with his constant state of awareness of his surroundings.
The source of his power and technique have never been really clear, but we do know that most of his acrobatic ability is natural for him. These abilities were perfected in the circus, and from there we can assume he sought out professional combat and torture training before entering the gruesome business of assassin work.
Items/Weapons: A pack of mints, a pocket watch, and a dagger. Sample Entry:Here's a post! Sample Entry Two: (I'm sorry this is so long; Claire talks a lot and rather than keeping his thoughts to himself, he just says them aloud. It's annoying, I know!)
Claire honestly hadn't been expecting anyone to barge into the warehouse right after he had finished taking out the last of his targets. If he had known that someone else had been given a late invitation to the little mafia meeting, he probably wouldn't have taken his time! Well, that was actually a lie, because it didn't matter to him one way or the other. What happens, happens, and what was done was done. Why dwell when he was faced with a new issue: the exit being blocked.
A young man, who appeared to be no older than sixteen, trembled before him at a safe enough distance, hands clasped together as he attempted to plead. The warehouse itself had been dark inside, but when the door had been opened, a stream of moonlight flowed in and illuminated the brilliant red coating the bodies, alive and dead, inside. Despite the situation, Claire looked on in friendly amusement, as if his face weren't covered in spatters of blood.
"You really need to calm down, kid. I mean, it should be plain as day that my work here is done." He spread his arms, as if to draw the boy's attention to the bodies caked in blood on the floor. "Shouldn't you be running away screaming, anyway? Why stick around? Just by looking at your face, I can tell you don't want to be here. Are you that susceptible to shock? Come on, get up from your knees."
It wasn't just the boy's age that gave away his apparent inexperience in the business; the way he immediately submitted and cried for his mother did. He was nothing but an errand boy who had yet to learn the concept of fight or flight. He was no threat to the assassin before him or anyone else, but he could have been if he continued to associate with shady individuals such as the former family he worked for. If the boy were no fool, he would realize that continuing to associate with shady individuals meant a most likely gruesome end, as he had just witnessed. This was an assessment Claire made at the back of his mind as he let his more trivial thoughts roll off his tongue without pause.
"Oh! Oh, were these fellows your friends? No, that can't be it! They were just your employers, so that must mean you're shedding tears for nothin' after all. You're afraid and want me to take pity on you, is that it? Well, I'm sorry, I don't sympathize with you at all. You're crying for a silly reason -- "
Just as he took a confident step forward as he spoke, the errand boy faltered, suddenly reaching for the inside of his coat. Claire, having seen the familiar movement many times before, knew what that what he was about to pull out would be a gun. He could have laughed right then and there, at how feeble he expected the oncoming attempt to kill him would be, but he chose to show his amusement through a brief sinister-looking smile instead.
He reacted before the boy could even take aim, grabbing a hold of his thin wrist with a steel grip. His other hand flattened against the top of the barrel as he thrust the boy's arm down with crushing force just as the trigger was pulled. A gun was a dangerous thing to handle with inexperienced hands and Claire was going to teach him just that.
The shot echoed throughout the warehouse, and a strangled cry quickly followed it. The boy hung limply, dangling from the strong hand still clutching at his wrist. A small, but deep hole nestled inside of his shoe, already overflowing with blood. Claire used his free hand to wrench the gun away from the boy's grasp, applying a painful amount of pressure around his wrist as a way of forcing a looser grip out of him. Once the gun was tossed over Claire's shoulder, he knelt next to the smaller figure, eyes wide with warning as they bore into the other's.
"Didn't your parents ever tell you not to play with guns?" He asked with genuine curiosity as he dipped the tip of his finger into the fresh wound, pushing in hard enough to cause the other to shout out. "See? Hurts, doesn't it?"
"You are a fool," he declared with utmost certainty. "But you're a fool with a sense of self-preservation. You don't want to die tonight, but right now, you're probably thinking you will."
When he paused, he tugged at the boy's arm, demanding his eye contact, the fear, the recognition that the man he had just tried to kill was currently holding power over him. His gaze was met with mostly white -- the boy's face had paled considerably, his eyes bulging out of their sockets.
"I hope so, 'cause the stunt you just pulled was very stupid. You should be telling yourself that you deserve to die. If I were gonna kill you, I would've killed you as soon as that door opened!"
"P-please," the boy whimpered, his entire body quaking with fear as a new set of tears streamed down his cheeks. "I - I don't want to di-high-ieee..."
Everything else the boy tried to say between sobs came out as gibberish to Claire, who nonchalantly tried to pass him a handkerchief, only to drop it at his feet when it went ignored for too long (five seconds). He waited patiently, all too used to the pleas by now, and drove on once he spotted an opening in a pause.
"Ya know, a minute ago, I was going to let you live," he said, lowering his voice evenly, unfazed by the boy's suffering. "I don't kill kids; they don't know any better and they usually mean well. But you're no kid, are you? You're a teenager."
When he let go of his wrist, the boy immediately crumpled to the ground. The assassin known as Vino stayed where he was, observing him with a keen gaze as his bright smile returned, along with a just as bright tone.
"Haha, but age doesn't matter when it comes to these things. You may be a teenager, but you don't know any better! There's innocence to your foolishness," he practically exclaimed.
"So, I'm gonna let you live because of that. But one day, you're not gonna be a kid anymore and you're gonna know better. You're gonna understand consequences more. Whether you take those consequences into consideration or not is ultimately going to be up to you, but your fate," Claire leaned in, a menacing note beginning to surface through his voice and expression, "depending on what path you choose? Is up to me. For I am in control of your life and this world. Remember this: I am the man that let you live."
Not only was a gun a dangerous thing, but an assassin, especially one that owned the world, was as well. In his mind, he decided he would take the liberty of teaching him this final, necessary lesson.
At some point during his speech, his hands had returned to the boy's wrist, but the touch was so gentle that it went unnoticed by the him. Now, Claire was finished talking and could turn the other's attention to the lurking danger that was about to befall him.
The boy jerked when he felt those deadly fingers creep up his arm, deliberate in their movement as they locked against the cloth of their victim's coat. His eyes were glued to Claire's, whose expression had neutralized by then. Without warning, the arm belonging to the hand that had been holding a gun moments ago dislocated from his shoulder.
"And I am the man that can take away your ability to pull a weapon out on someone," Vino declared, loud enough to overpower the wailing beneath him, before taking his leave without so much as a goodbye or reassurance that someone would be coming shortly, despite the assurance Claire felt that the kid would be fine.
After all, he knew better than to end the scene with anything short of ominous.
Name: justin. Contact Info: persian descent (AIM), ollies (plurk) Other Characters Played: formerly dave strider (homestuck) / homie Preferred Apartment: none.
Character Name: Alias is Raven; birth name Damuron Atomais; renamed Schwann Oltorain. Canon: Tales of Vesperia. Canon Point: After the defeat of Zagi ontop of the Heracles. Background/History:'ay, sexy lady.
"Old man? Now you've gone and hurt this old man's feelings."
At first glance, Raven is the definition of fishy. He is often found snooping around or doing something with unknown intention, lies and slander usually paired along with it. Even as the rest of the game's party let him join along in their adventures, his motives were still unknown and it took all of them a good bit of time before warming up to the oldest of the group. Sometimes he lies to hide his true feelings, and other times he bends the truth to make light of a situation or make his own ends meet. Either way, he is rather exceptional at it except for the few rare times where he's a dead giveaway, but even then his stubbornness forces him to continue going along with whatever he makes up.
The main purpose for all of the deceit is because of his multiple purposes. It ties into his two current personas, Raven and Schwann Oltorain, both working under the two sides of Terca Lumireis-- the Guilds and the Empire. Throughout the game, his main purpose of being with Brave Vesperia is to keep an eye on them under Alexei's orders. He still takes commands from Don Whitehorse as Raven simultaneously, pinned as the messenger to pass along important information from one major city to another. His dedication to Alexei is derived from the fact that he is the one who brought Raven back to life, whom had died during the Great War. Although he is very obvious with his wishing that he was never revived, he feels like he has to compulsively follow everything Alexei tells him to do. He is also under the ever-lasting threat that Alexei may shut down his blastia heart, having had it installed when revived and acts as his life support.
Along with lying, Raven uses comedy to his advantage. It comes to him as naturally as fabricating details, often downplaying even the worst situations with his sense of dry humor. He is definitely the most light-hearted of the party, only sometimes giving away a serious tone under his Raven alias. Karol has a father-son-like relationship with him that builds as the game progresses; Yuri and Raven act as if they're siblings at times, often making the older man the blunt end of the joke; Judith is where most of his flirtations lie, but he is usually denied or simply teased to play with his head; Rita and Raven hardly ever get along, most likely due to his disliking for women of flatter chest sizes and Rita's suspicions of him. Estelle and Repede have the least chemistry with him, as he kidnaps her under his Schwann persona and little is even said in relation to that after she was rescued.
If not scheming something or cracking jokes, he is flirting with anything that has a cup-size capable of bouncing. Raven is quick to hit on the busty Krityan, Judith, and no matter how many times he is shut down, he will relentlessly continue to try and win her affection. It is unknown how serious he is with his infatuation with her, but there is definitely some type of crush on the younger female. He also sometimes attempts to 'woo' Estelle, but it is usually more playful than doing so with Judith.
He feels that he's entitled to complain due to his old age, noting how his bones can't handle the stress of walking or fighting too much. Raven cannot stand the cold as well. Everything that leaves his mouth will be about the weather, usually annoying the rest of the group. There are times where he will moan and groan just for the sake of doing so, but usually it is just talk as he is actually very diligent in a fight or under moments of great stress.
Due to his long ties with the Empire and his somewhat shorter, but still experienced memories in Altosk, he is actually a knowledgeable man that shows his true brilliance in rare moments. He exaggerates his age as he is only thirty-five, but the things he has seen and gone throughout his lifespan has more than likely put a mental toll on him, which is why he may or may not complain about it all the time. If he does say something remarkably noteworthy that makes more than a bit of sense, it'd usually be while alone or with few people nearby.
Character Name: Erika Kurumi. Cure Marine as a Pretty Cure. Canon:HeartCatch PreCure! Canon Point: Post-Series Background/History:ERIKA'S HISTORY @ PRETTYCURE WIKIA
Erika Kurumi is as human as a thirteen year-old can get. If you can count her quick sewing, designing, or the ability to create new outfits on the spot all abilities.. Well, she's fully human outside of that.
However, Erika carries around the Heart Perfume (magical girl perfume bottle) along with her Heart Seed (a magical girl coin). When combined, Erika transforms into her alter-ego, Cure Marine. She turns into a pint-sized shounen hero bruiser, complete with long anime hair and a totally fabulous dress. Being a Pretty Cure grants her: love-cleansing powers, super-human strength, durability, speed, and agility.
Cure Marine is able to deal strong hits and blows, along with being blasted through trees to metal-moon pillars before jumping back into action. Her strength allows her to destroy her surroundings with ease, especially when going up against Kumojacky. Not to mention, Marine can easily combine her strength with the other Precures, or even her mascot, for more power ups. Cure Marine's fighting style works with rapid fire hits and kicks before finishing with a blast of her Marine Shoot, or her Marine Tact.
Along with a physical power up, Marine also has the ability to gather her magic and releasing blasts from the palms of her hands. She can also turn her energy and concentrate it into a fairly large bomb. Give herself a magical barrier for her forehead punch because... that totally helps with monsters. Going hand in hand, Cure Marine also has magical purifying attacks.
When purifying any sort of monster, Marine summons her Marine Tact (magical girl wand) before unleashing a concentrated blast of 'pure' energy. The shot lands on the monsters heart before exploding and then lifted up by the Tact. Then the monster shimmers and fades away all pretty-like. Marine can also combine all her attacks with her PreCure team for stronger purifying goodness.
That doesn't mean to say she's a girl without any weaknesses. Depending on the situation, you can punch or blast away her outfit, turn her back into Erika, and leave her vulnerable. If she's dealt enough damage, then the fatigue and pain starts adding up--As would happen to any person. Marine's style of fighting is pretty reckless when going in solo, she's really more of a threat when her partners are around for offense and support.
Her full potential as a Pretty Cure is unleashed when she, and her three partners, transform through the Heartcatch Mirage (magical girl jewelry box) and gain their respective "Super Silhouette" forms. During this time all four girls may summon a giant lady though the Heartcatch Orchestra in order to punch monsters into oblivion. All four Cures have a final upgrade called, "Infinity Silhouette" which allows the Pretty Cure to merge and transform into a giant... woman. Now deemed untouchable by the cosmos, Infinity Silhouette is strong enough to throw a single punch of that nukes the asteroid/moon they're on. Super Silhouette and Infinity Silhouette requires the Heartcatch Mirage and all four girls to unleash.
Items/Weapons:
Erika's Heart Perfume and Seed which she uses to transform with. An electric sewing machine and a large tote of assorted, high-quality cotton fabrics. SOBBING
Character Name: Shinjiro Aragaki Canon: Persona 3 Canon Point: October 4th, after being shot. Background/History:Here.
Personality: When we first meet Shinjiro, he ends up brushing off the rest of the characters. He appears to be very intimidating, glaring most of the time with his hands deep in his pockets as he towers over the others there-- and that's how Shinjiro likes to be perceived. He was very hesitant in the game when interacting with others, often making remarks about how they shouldn't be his friend, that it wasn't worth it. It can be said that it's due to how Shinjiro knows that he's going to die (the subject being sensitive due to Akihiko's younger sister having died in a fire and them being powerless to help her), and to him that means that if he makes friends, he'll only leave them behind, inevitably hurting them in the process just as he's been hurt. He was also involved in an accident where he ended up killing a child's mother and never received punishment for it, so Shinjiro doesn't have the best view of himself-- not that he cares. He doesn't mind if others think he's a bad person or think he's intimidating, and he certainly won't go out of his way to correct them or make them think differently.
Despite having that initial trail of thought when meeting new people, Shinjiro is actually a pretty nice guy once you look past that rough exterior. If someone needs help, he'll help. If there's a hungry dog roaming the streets, he'll feed it (he's actually very much an animal lover, and one of the few times where he'll readily let his guard down). He also happens to be an incredible chef who taught Fuuka how to cook after a little encouragement. Shinjiro does all these things and more, he's just not the type to openly volunteer for them.
He doesn't actually hate most people (he just prefers to be alone most of the time) and he's often shown worrying over whether the SEES members are eating properly or not, so even if he sometimes acts harshly or makes himself out not to care, it's all part of a facade-- but if anyone dares reciprocate those sentiments and show that they care for him? It makes him feel uncomfortable, which in turn upsets him because oh no, he blushed and was vulnerable. He doesn't like feeling weak. He's not as vocal as Akihiko is regarding his desire to be strong enough to protect those close to him, but it's still something he thinks about often.
All in all, he's still just your average eighteen year old once you dig deep enough to see past his brusque state. He's smart enough to know how to fight and do so properly, plus he knows how to use his resources to his advantage: in the game when people were disappearing and being attacked by shadows and no one knew what was going, Shinjiro did some investigating on his own by talking with those that hung out in the sketchier parts of town. He's very observant and a good listener, preferring to listen rather than talk (which goes the same for the people that insist on being his "friend"-- he'd rather get the other person talking about their own life than share close details about his own problems unless he feels like he can trust someone well) most of the time. A good thing on most cases, since Shinjiro has a tendency to fling curses around left and right and being very blunt/up-front when talking or when he knows what he wants and how to get it, being the stubborn guy that he is.
Abilities/Powers: Shinjiro is known for being very physically strong on his own (he can hold a giant axe with one hand no problem), but he's also a persona user. He can summon Castor with his evoker (looks like a real gun, but isn't), his persona also containing a good chunk of physical attacks (skill list here for reference, but in general Shinjiro avoids using his persona as much as possible given the circumstances, so in game he likely wont summon it much). He's known for his brute force approach unlike some of the other characters which focus on fire/ice/wind/thunder attacks to do the most damage.
Items/Weapons: His evoker, his pocket watch, and a decent amount of Suppressant pills (Shinjiro can't fully control Castor, so he's had to take specific pills to control his persona in order to keep Castor from killing him-- as a result, however, the pills also have a negative effect on his body to the point where he's still dying, just. Slower.)
Sample Entry Two: In Haven, we are all safe... together. Reading those words reinforced Shinjiro's belief that this all had to be some sick joke. It was all too perfect to find himself in a place with that name right after he'd been shot-- a thought which stopped him in his tracks, his brows furrowing together as he thought it over once more. He had been shot. He remembered all too clearly. Yet here he was, standing outside some big apartment building in a place he had never seen before, completely unscathed and very much alive.
He'd never pictured the afterlife much before, but if this was it, it was... a lot tamer than what people made it out to seem. He scoffed at the thought and rolled his eyes for even thinking about it, hands burying deep into his pockets before he began to walk. No, he didn't know where he was going, and Shinjiro didn't particularly care. Anything was better than standing around like an idiot or whining about it as he'd heard some people do over the phone he'd found in his pocket. It probably didn't matter anyway, did it? If he was dead, that was it.
"Shit," he muttered under his breath, one hand coming up to rub at his temple. It still didn't make any sense. Why would he need his evoker or those suppressants if he was dead? Total bullshit, that's what it was. There had to be someone in charge, he imagined, since it wasn't likely that all these strangers would be dumped here at random-- maybe one of them in disguise? Worth investigating. Shinjiro shrugged his shoulders, shifting his coat around him tighter before he headed straight toward the big sign. It seemed as good a place as any to start.
Congratulations on being accepted, Shinjiro Aragaki. You will be living in apartment #4.008, and your tag is character: shinjiro aragaki. Please use this tag when you are the poster of the entry or log, and when you tag into an entry or log, thank you.
IMPORTANT: An IC mingle log will go up on Saturday at 7PM EST, where new characters can intro with the rest of the game. Feel free to join the communities and introduce yourself OOCly before then.
Hiro Kageyama | Devil Survivor 2 | Not Reserved 1/???
Character Name: Hiro Kageyama (Protagonist) Canon: Shin Megami Tensei: Devil Survivor 2 Canon Point: End of Day 5 Background/History:TASTE THE RAINBOOOOW Personality: Since he's a silent protagonist, his personality is mainly molded by the player's choices in the game. Depending on the route that he's in will also affect his personal views. However, just because he's a silent protagonist, it doesn't mean that he doesn't have a personality to show. It's very apparent from the various dialog choices that he has something to build off from. First of all, Hiro seems to be reserved and laid back when it comes to almost anything from first glance. After taking the final exams from school, he can reply with a slacker response or a cool and confident response. One of his friends, Daichi says that he seems to take everything in stride. Even though he seems to be laid back and easy going, there are some things that can disturb him. Like whenever Daichi had first revealed the "Death Clip" website, there a good amount of unease when Hiro learns about it. And also, he can seem to be condescending sometimes. Whenever Daichi says that he feels like he has his head in the clouds, Hiro can respond by saying "How very childish." Sometimes, it seems like he spends his times being a straightman to Daichi’s (or anyone else’s) funny guy. However, there's much more to him than this.
As the game continues on, we starts to see new sides of his personality that develop as he meets more people. Now while he seems to be serious at first glance, he's actually capable of being quite silly and jokes around sometimes. It might be hard to tell if he's joking around or completely serious. Sometimes, Hiro can give off the impression that he actually has his head in the clouds and it’s hard to tell what he’s thinking at times. For example, one of the choices was him to go "Raiiiiinbow!" whenever the group is about to travel across the Rainbow Bridge. Or he'll comment on how cute a girl looks even though she's being brainwashed by demons and about to trigger a fight. This shows while he seems to be serious for the most part, he knows how to lighten a situation with a funny joke or say something idiotic in the middle of battle. (Ex: "Awwwwwww yeaaaaaah!") But Hiro's sense of humor can also be much more on the cynical side. For example, whenever Daichi was mourning over the possible death of his parents, you can choose to have him say "Well, someone's finally lost it." with a straight face and Daichi will simply laugh it off and find relief that he has a friend like Hiro. This could be implied that since Hiro and Daichi are so close, they have a bizarre friendship where they can insult each other without getting angry. This could be the standard for anyone who gets to know Hiro well enough. One of his shining (or strangest) features is his sense of humor.
Now one of the biggest keys of his character is that Hiro has a very strong will to live. He isn't the type of guy who enjoys losing to fate or anything else that easily. He can be quite stubborn once he puts his mind onto something. After getting caught up in the subway crash, he was bordering on the boundaries of life and death. And once he was given the chance to lie down and die or keep on trucking, he decided to keep move forward and not let things end that easily. Even though he seems to be horribly accepting of situations involving the demons, he's still a normal guy who is wrapped up in some world-shaking problems. It’s not completely out there for him to get scared or worried for other people or what's going on around him. And another key to his personality is that he carries a strong leadership aura, but he can easily shift over to second-in-command if there's another person with higher authority in charge. Most of the time, Hiro will be the one shooting off ideas on what they should do next or become the Voice of Reason in the group whenever everyone is freaking out or arguing. He'll tell others to calm down and get themselves together. It's that reason why everyone ends up relying on him when the situation is darkest. That's why the Anguished One refers to Hiro as "The Shining One". In his own way, he adapts quickly to a situation and makes things a little better for everyone. Despite his aloof and strange impressions, he actually can be friendly and accepting of people. Between saving the world, Hiro is usually seen chatting up with the people he’s met and ends up helping them face their problems. A lot of people claim that Hiro happens to be a good listener aside his strange sense of humor. In a way, it makes him look like a coach or an adviser.
Hiro Kageyama | Devil Survivor 2 | Not Reserved 2/3
While Hiro might seem an awesome silent protagonist, he's far from being perfect. While he usually does look calm, it can be just a poker face at times. Deep down, there's plenty of conflict going on in his head (ex: Where to go next, who to save next, if he should meet this person or not, etc.), but he tends to keep it all to himself. However, he is capable of asking other people for their own opinions before forming an opinion of his own. Then there are some dialogue choices where Hiro can sound hesitant into jumping in dangerous situations or even deciding on running away from a problem. And then, he's capable of complaining sometimes after a super tough mission. One example would be the Mizar boss battle; he can flat out say that it was the "worst thing ever". Also he seems to be hasty with jumping to conclusions sometimes. For example, in a scene where Io is helping out a young boy, Hiro can misinterpret the whole thing as flirting and Io will get insulted. While he can be sharp and knowledgeable, there are moments where he can be wrong with making a choice. Some more of his darker sides can show that he can be forceful on making others decide on what they should do or he makes the call for them right on the spot regardless of their own opinions on the matter. Depending on the person, they could be crying their heart out and he'll tell them to suck it up and go to fight. Or he'll laugh at someone who gets scolded and make fun of them. An example of this was in a scene with Makoto where she gets chewed out by Yamato and he's given the choice to laugh at her. Overall, his blunt honesty can make him seem to be pretty insensitive toward others. He's not always the best guy who can read the mood or people's emotions to know what they're thinking. This can make or break his relationships for important events later on.
Hiro is even capable of being manipulative towards others at times. And this is one of the reasons why Yamato (the leader of JPs) can warm up to him so quickly. Yamato is not the nicest person in the world, but he still makes for a great leader and tactician. Because of this, Hiro listens out for his decisions and follows them more or less. He doesn't always know what's going on, so he can sometimes latch to a person who seems to be more knowledgeable on the situation. However, the difference between Hiro and Yamato is the fact that Hiro can actually show compassion and empathy towards people. This is another reason why people who lack those skills can become fond of Hiro as well. This can be a double-edged sword with Hiro being able to befriend all kinds of people (despite them having good or bad intentions) and that can get him into danger if he's not too careful with choosing who he befriends and who to stay away from. And on another note, Hiro tries to stay neutral with others whenever there is a problem that arises. This can mean that he can come off as a people pleaser at times. However, if there's something that he doesn't agree with, then he'll let his thoughts be known. Usually, he's the only one who can cool down an argument between friends and he does realize that he can't try and please everyone anymore. He'll have to choose a side that determines the fate of the world and whatever side he picks will mean that he has to fight against his former friends.
And one of the most important things to Hiro is friendship. They're his greatest strength and his greatest weakness. With friends, he's strong enough to overcome anything. But without them, he can't overcome fate or whatever the universe has to throw at him. Not to mention, he really enjoys getting to know people and helping them through their problems. But you can say he gets WEAKER without having other people's supporting him in return and vica versa. The stronger his bonds are, the stronger he feels. Even in the last day of the game, Hiro still forgives the friends that fought against him and even asks them to join his side despite the conflicting ideals that they have. Which shows that he can very forgiving towards those who turn against him. However, it's not impossible for him to hold a grudge over something trivial. Overall, Hiro is one of your 'social chameleon' types who ends up helping others learn something new about themselves and gives them new founded determination to face their problems. He does have his ups and his downs, but he's That One Guy that you can rely on when the situation is truly rough.
Abilities/Powers: Hiro's main source of abilities comes from his COMP which is his cellphone that has a Demon Summoning app. This basically means that instead of making a magical circle or using some ritual to summon a demon, the COMP can instantly summon demons to a person's side and pack them away as data after a contract is forged. Hiro can carry up 16~20+ Demons in his COMP, but he will only need two for game restraints and in battles.
The COMP can also allow Hiro to use magic spells or physical techniques in the middle of a fight. Also, he can use secondary skills to equip to himself before a fight begins. And whenever Hiro defeats an opponent (demon or human), he can copy a skill from them and use it for himself if needed. This is known as the "Skill Crack".
And also, the COMP can allow Hiro to see "Death Clips" of people who are set to die in random videos from the Nicaea administrator. This can allow Hiro to defy fate and save someone who's doomed to die if he wants. Usually, these are completely random, so this probably won't come up in-game unless there was a personal plot discussed between a player and I.
And finally, using the COMP can allow Hiro to use the "Demon Auction" to buy demons or use the "Cathedral of Shadows" that allows him fuse demons together to make stronger ones, but that won't be needed around here.
Since he's only allowed to bring two demons, he will only be able to summon Titania and Oberon to help him in battles.
Meanwhile, Hiro's skills are: Drain HP/MP: 1 Foe Maragidyne - High Fire Damage: All Foes Force Dance - 2-5 Force Attacks: Random Foes. High Change to KO stoned foe. Anti-Most - Damage taken -50% (Physical Attacks and Almighty unaffected) Phys Repel - Reflect Phys Attacks Life Stream - Maximum HP up 50% Blitzkrieg - Physical and Magic damage up 25%
Of course, Hiro isn't completely invincible. He can still become exhausted if he uses too many physical skills or run out of magical power if he uses too many magical ones. Then he can still be beaten into submission or even death if the opponent is strong enough. Skills like Phys Repel aren't always effective in the middle of a battle.
Upon awakening in Haven, Amaterasu will find herself in a human body. This enables her to actually hold her phone (no fingers or opposable thumbs as a wolf) and to speak human languages!
Personality: Amaterasu is referred to throughout the game as "source of all that is good and mother to us all". But in her mind, the latter always comes first.
Ammy sees everything and everyone as her child. As the "True Mother to All", she sees every living thing as her responsibility to take care of, nurture, and protect. She heals every dead tree that she encounters, feeds every wild animal, and goes out of her way on many sidequests to help the various humans she meets.
Her love is unconditional and relentless - she will love you the moment she meets you and it is nearly impossible to get her to stop. She believes everyone is capable of changing for the better and won't hesitate to nudge people towards the right path in her own way. She's very encouraging and comforting, and will never give up on someone she loves. She's optimistic in other people and helpful to a fault - she can be taken advantage of fairly easily, as her history with one Ninetails proves.
Amaterasu is nonetheless someone you don't want to make an enemy of. Like the alpha female of a wolf pack, she is ferociously protective of her children, but also expects to be respected. She will forgive others much more easily of an offence directed at herself than she forgives one directed at one of her children, but an insult against her will not be forgotten easily.
Thus, she sees things in shades of black and white. Where she's from, humans are good and demons are mostly bad; she does not easily understand that some humans have the hearts of demons. She's very naive and gullible that way, but in drastic situations, she suddenly becomes very good at cutting through lies.
A dog's unconditional love isn't the only doggy thing she's inherited. She can also be easily distracted or just plain stop paying attention to what people are saying to her, although it's usually when she's being told things she already knows or are fairly obvious. She chews on things that are unfamiliar to her, and loves touching and scratches behind the ear.
Finally, Amaterasu is truthful... mostly. She's a mom, so she knows when the truth will hurt, so she knows when telling white lies will help and how to break painful news carefully. She cannot tell people outright that she is a goddess because that undermines the faith she needs in order to protect her people, so she will regularly tell the half-truth that she is a servant of "a higher power".
Ok so there is no substantial wiki made yet that covers what happens in game, which means written history section. Apologies for the tl;dr, but I honestly didn’t want to leave out relevant information.
BIG TIME SPOILERS FOR VIRTUE'S LAST REWARD AFTER THIS.
Before getting into Luna’s history in specific, I want to detail the events prior to her creation. The year is 2029 and a virus by the name Radical-6 is released in the open by a religious cult called Free The Soul. Free The Soul believes that the body is a vessel for the soul and that to become pure again the physical body must be destroyed. They released the Radical 6 virus on New Year’s Eve 2028 in a Nevada Mars Test Site, which was used to simulate missions to Mars by NASA. Radical-6 is a virus that is spread out through physical contact or can be liquidated and injected into the blood stream, which leads to slower brain processing speed (specifically slowing down processing to the root of 1/6th, hence the name Radical-6) and suicidal thoughts. These suicidal thoughts are incredibly pervasive and fit within the context of the Free The Soul’s beliefs, where the infected patient believes that they are trapped in their body and must die to escape.
Getting back to 2029, the world is now facing pandemic. Radical-6 has quickly spread and people are committing suicide every day, be it under the influence of Radical-6 or through the result of Radical-6 on society. Free The Soul’s influence has meanwhile expanded with the pandemic and global leaders are pressed to make difficult decisions to save humanity. On April 13th 2029 it is decided that to rid the world of Radical-6, a nuclear strike on the most infected regions of the world must be conducted. It is theorized in the game that the ones who made the decision to set off these nukes were also infected with Radical-6 and wanted to use the nukes as a way to kill themselves. In any case the nukes are launched and are successful at wiping out Radical-6. However in the process the world enters nuclear winter. Crops, animals and even people die as a result of the catastrophe and the world is plunged backwards in terms of resources and basic luxuries that were once readily available to all.
Through all of this madness there was a man who lived on a base called Rhizome 9 on the moon. His name is Doctor Klim, a genetic engineer who was involved in the incident that first released Radical-6 into the open world. He tried to prevent it, but the game describes that he failed and lost both his arms and left eye while trying to save the life of another project member. He raised a son Kyle, who was in actuality a genetic clone of himself that he created, while working on very important research he dedicated his life to. Doctor Klim and Kyle lived normally together, until one day Kyle asked his father if he could have a mother. Doctor Klim, taking the young boy’s request literally, agreed and created a robot to act as Kyle’s mother. This robot is GTF-DM-L-016, but her shorter name was Luna.
Luna, while appearing very human, is actually a robot known as a GAULEM (General-purpose Autonomous Labor Electronic Machine) who was implanted with ABT (Artificial Biological Tissue) and modeled to look like a human woman in her mid 20s. While she was originally made to be Kyle’s mother, he ultimately rejected her out of hatred for his father and regarded her as a programmed machine. Luna was said to be sad by his rejection, even possibly cry about it. But she was still utilized as an assistant to Doctor Klim and later to his supervisor, a woman named Akane Kurashiki. She in particular grew very close to Akane and respected her deeply for her wisdom and determination. The music box she wears around her neck was a present from the woman, as a message Luna interpreted as “happiness is closer than you think” and one that she always carries with her. However time passed and the culmination of Doctor Klim’s research was finally to be executed in a project known as The Nonary Game, set to begin on January 2074.
This is where it gets complicated. The setting of Zero Escape is one that acknowledges two things. One: that espers or rather psychics exist and that anyone has the potential to be one, depending on certain factors. Two: that there are multiple histories/timelines, which are created from the different choices people make in their lives. To give an example of what that means, picture a fork in the road. You can go either left or right and the existence of two decisions means that two histories exist – one where you go left and another where you go right. The research Doctor Klim had been working since the nuclear strikes occurred has to do with these multiple histories and figuring out a way to stop Radical-6 from being released completely. However to make this history a possibility two espers are required to be trained in timeline jumping via the conscious mind. This is the purpose of the Nonary Game.
Character Name: Ventus Canon: Kingdom Hearts: Birth By Sleep Canon Point: endgame - right as vanitas is disappearing. Background/History:the long journey. Personality:
Being the youngest of his band of friends, it's not surprising that Ventus is treated like a child - but don't be mistaken. Ventus possesses qualities that not many people his age would have, and certainly few can match the intensity of said qualities. Ventus is fiercely loyal to his friends, and is unable to cope when others tell him that his friends have done wrong, instead choosing to follow after his friend through the worlds to find out the truth.
His bravery speaks for itself - after regaining his memories and discovering that he is an ingredient to forging the χ-blade, Ventus is given the choice of watching his friends die or fighting his darker half and consequently merging with him to become the χ-blade, which would allow Master Xehanort to bring about the second Keyblade War. Instead of choosing either option, Ventus decides instead to not only defeat Vanitas, but to destroy both him and the χ-blade - at the price of his own life. Not many 14 year old kids can do that, let me tell you.
Still, that doesn't mean he's completely exempt from teenager behavior. Ventus is is easygoing and loves fun; he's insanely curious, poking his nose into whatever catches his attention - which is basically everything, really. Additionally, he has the attitude akin to a younger brother when interacting with Terra and Aqua - Ventus seeks to help them, but, always being turned down, sulks over it. Although he understands that his friends have good intentions, Ventus wishes to help them, claiming that he'd be of use despite age. His eagerness to help others may partially be due to his being snubbed all the time, although his kindness is genuine.
Ventus is generally full of incredibly good feelings and intentions. He's very kind, going out of his way to help anyone who might need it - he's unable to ignore people who look like they are in need, i.e. a crying girl, and perhaps his nosiness is credited to this, but he's always willing to get involved. Even when it seems like there is someone who's already helping with the problem - Pete and the ice cream machine, for example - Ventus will enter the stage and ask about the problem, offering his own assistance when it was apparent that Pete was not welcome to help. This also shows that Ventus isn't exactly pushy - he's willing to help, but he doesn't look to overwhelm people with his zeal.
As someone who's very friendly, Ventus has a mission throughout part of the game to gain new friends, so as to learn more about friendship, and does gain many friends along the way! However, it's apparent that he isn't intimately familiar with the concept of friendship; having taken Terra's and Aqua's friendship for granted, Ventus looks to find what friendship is like for other people. With that being said and noting his success with friendship, it's clear that he's easy to like and easily likes others, becoming very familiar with them very quickly. Or maybe that's just the protagonist charm. His adventure to learn about friendship makes it apparent that Ventus is a relationship-oriented person. He measures his success in life by his relationships, and it's noted that he doesn't even particularly think of his goals until a question is directly prompted to him.
It should be noted that only good things have been said about Ventus thus far, but that doesn't mean he doesn't have a darker side - it's just that his negativity manifested physically to make up Vanitas. Ventus is made of 100% pure light, instead of a balance of darkness and light, and therefore, without the presence of Vanitas, he would likely be unable to feel real anger. Fortunately, as Vanitas is also joining Haven, Ventus is able to feel negative emotions, due to the connection he and Vanitas have. It works vice versa as well - Vanitas is able to feel a shadow of positive emotions through Ventus. Additionally, this means that when Ventus feels hurt or is in pain, then Vanitas will grow stronger and gain more strength to overwhelm Ventus. This was apparent in the Birth By Sleep novel, as Vanitas was so overwhelming on Ventus's heart in the beginning that the latter passed out just by being in the same presence. Ventus himself doesn't know about that, yet, though.
All in all, Ventus is braver than most teenagers his age and he's defined by his kindness; not only that, but he is unnaturally pure - not that it's a problem beyond basic existential issues that were fixed at the beginning of the game. He's basically your archetypal Messiah-protagonist.
Abilities/Powers:
‣ handling the keyblade (an item that is primarily used for OPENING DOORS and also fighting, as it's both a "key" and a "blade". keyblade wielders usually have at least one keyblade, and ventus has multiple - although he cannot summon them all at the same time, and in the duration of one fight, he cannot switch out his keyblades.) ‣ magic: basic healing and elemental magic. simply put: healing scrapes/wounds/burns of a minor degree as well as lighting, fire, and ice magic. ‣ physical: acrobatic, able to maneuver running on barrels/balls, gliding in the air for brief periods of time. ‣ armor: when he touches the piece of armor on his shoulder, ventus becomes fully clad in armor. additionally, he is able to use a metallic hoverboard for transportation - usually to get to other worlds, but in this case, it is de-powered enough that he cannot leave Haven. It works as a good alternative to the bus system, though.
Items/Weapons:
‣ his wayfinder - a good luck charm made by one of his best friends. ‣ two health potions.
Sample Entry:
[ The feed comes on with a loud tap as the blonde boy fidgets with the device. ] -- turn it on? Maybe this button.. [ the feed cuts short.
a few moments later, it turns back on again, and Ventus is grinning triumphantly. ]
So that's how you do it! [ after a pause, he lifts one hand from the communicator, leaving it at a slanted angle as he waves. ]
Hi! I'm looking for some people. A guy with brown hair, wearing clothes that are similar to mine, and about ye tall -- [ As he moves his hand, the camera tilts again, showing - not the hand that roughly judged his companion's height, but Ventus's face. After adjusting the angle a few times, the indicated height comes into display, and no more than a second after does he drop the hand. ] His name's Terra.
Oh, and I'm also looking for a girl. She's got short blue hair and she's this tall. [ Ventus moves his hand again, the feed being more acutely adjusted this time. ] Her name's Aqua.
They're both my friends. If you've seen them, please let me know. Uh... somehow. [ He frowns a bit, bemused, before tapping at his device. ] Just, uh. Let me know on here, I guess? And -- I'm Ventus. Call me Ven, everyone does.
If you see Terra or Aqua, then let them know that I'm looking for them! Thanks!
[ click! ]
Sample Entry Two:
Whatever it takes.
Only that thought rings through his mind as he launches his final attack, and when his victory is clear, Ventus is incredibly calm.
As he watches Vanitas struggle to reach for the χ-blade, only for it to disappear, Ventus can only feel pity for his dark counterpart. How long had he been out - incomplete, for having been forcefully removed? Surely, being the embodiment of his negativity, Vanitas must have no choice but to act that way, especially when guided by Master Xehanort. He wishes that this ordeal never happened in the first place - then, he wouldn't have to see such an expression of defeat on his darker counterpart's face. But then again, it's too late, isn't it? Ventus doesn't feel very sad about it - what's done is done, and actions have consequences; if this whole debacle hadn't occurred, then he wouldn't have met Terra or Aqua, and when Ventus thinks of it like that, he's a little grateful to Master Xehanort.
Only a little though, but the rest of what he feels is calm, and the end of the world has never felt quite so peaceful.
It's not the end of the world, of course - just the end of him, he knows. As Vanitas disappears in the scattering light, Ventus wonders vaguely if that's what will happen to him as well, and strangely, he's all right with it. It's not as if he's not afraid - no, Ventus can still feel the fear that coursed through his veins since he learned the truth of himself, the sinking feeling that, no matter which way this ends, he would perish. But overwhelming that fear is the power of his resolution, strengthened by the existence of his friends. He may disappear, may no longer exist, but Terra and Aqua will live on - and that's all he needs. Ventus wonders what they'll do without him now; he hopes that Terra is all right, but with the disappearance of the χ-blade, Ventus is pretty sure that everything else will probably be a piece of cake. Aqua's there, after all, and if Terra succumbs to the darkness - which, Ventus has faith he won't do - Aqua will be there to help him.
Not him, though. He'll be gone, he's already disappearing, he knows, when he sees Vanitas's remaining lights disappear into his heart's surface to light up the entire platform. And he's still calm about it, too - it's all right. Everything will be all right, even if he's gone (even if he doesn't want to die, he wants to stay with Terra and Aqua; he made so many friends and the trio only just got back together, and he wants to stay but he can't, he made sure of that - and he's okay with it, because it's saving all of those friends that he made, saving everyone even though they don't know of it).
Ventus glances at the surface of his stained-glass heart, noting the disappearance of his darker counterpart, and, smiling, closes his eyes and waits for himself to disappear.
Congratulations on being accepted, Ventus. You will be living in apartment #4.001, and your tag is character: ventus. Please use this tag when you are the poster of the entry or log, and when you tag into an entry or log, thank you.
IMPORTANT: An IC mingle log will go up on Saturday at 7PM EST, where new characters can intro with the rest of the game. Feel free to join the communities and introduce yourself OOCly before then.
Vanitas | Kingdom Hearts: Birth by Sleep | Not Reserved
Vanitas is a selfish person full of dark emotions. Anger, hatred, regards others with contempt, and treats them ruthlessly. However, he didn't start out that way. Originally, Vanitas was much like Ventus-- the person he was once apart of. It was all the pain and suffering, the negative energy he gave off, that caused him to become that way. It doesn't help that Xehanort was completely manipulating his feelings from the very start, feeding his rage, hatred, and loneliness until it devoured Vanitas as a whole. Making him fight past his limits, leaving him all by himself when he felt desperate, telling him to hate everything. Slowly, his personality warped from one a little similar to Ventus' own, into what it is now. The cruel, angry child who hates everything that Ventus is and the world as a whole.
Yet he's always being drawn to him, to his light. At the same time, Vanitas feels the need to harm and kill Ventus( and everyone else). When it comes to Ventus, Vanitas is constantly contradicting himself. He wants to be one with him, he wants to strangle him, he wants to make him stronger, he wants to watch him suffer. He hates him and Terra and Aqua, his friends. Yet he feels terrible whenever he's away from Ventus. It's desperation that keeps him coming back, that gives him the goal of becoming the χ-blade. Because if he can create the χ-blade with Ventus, then he and Ventus will be together as one once more, and there won't be all of this conflict within himself.
He's constantly suffering under the weight of his emotions, and the negativity that comes up with that, but Vanitas rarely ever shows it. He puts on a face, looks down at others, and does what he has to. His sense of loyalty is also warped-- supposedly, he serves under Master Xehanort yet goes against the other's will often enough. Once, almost killing Ventus, and again, attacking Aqua with the intentions of killing her. He acts arrogantly, threatens other's lives to manipulate Ventus into doing as he pleased with a smile on his face, enjoying even the thought of being able to do it because chances are, it's going to hurt Ventus.
As far as he's concerned, becoming the χ-blade is the most important thing. Being something other than the pure darkness he is-- that's what Vanitas strives for. He hates his fate, he hates being apart from Ventus, he hates the fact that just having all these feelings of hate bring about the Unversed, creatures formed just from his negativity. Hates them enough to destroy them, enough to deal with the pain that comes from destroying them and dealing with the negativity of their beings flowing right back into him.
Weakness on himself is horrifying, disgusting, something that needs to be destroyed and tossed to the side. His weakness over being attached to Ventus, especially. Not that it stops him from latching onto the thought of being one with him again. Weaknesses on others? Something to be manipulated, used to his advantage, to be laughed at and used to torment those people. He's not above using whatever he can learn to his advantage.
Being made of pure darkness-- his view of the world is rather dark, too. Nothing is right with himself, nothing is right with his surroundings, he hates this, hates that, feels like destroying this, doesn't want that, wishes he could be this. He feels lonely, constantly. Without being joined together with Ventus, there's not really anything in this world for him. Without his light, what's the point in everything else? What's the point of living in a world full of negativity, where nothing ever feels right?
Basically, Vanitas is a person who's full of negative emotions, hates his own weaknesses, and doesn't know how to properly deal with any of it. But he'll act as impermeable and malicious as he wants despite this.
Unversed. The Unversed are literally an extension of Vanitas’ self, his emotions in physical form, and they’re completely unintentional. Vanitas himself expresses hatred for them, and will destroy them himself at times. However, he also tends to spawn a lot of them. They were the main opponents the protagonists of Birth by Sleep had to face, and there were many of them scattered over every world they went to, ranging in skills and strengths. Because of this, I’d like to restrict his ability to create Unversed, if it’s okay! They come into existence to feel out his feelings for him, and so -- there can be quite a few. Instead of an Unversed for every emotion he feels ( and considering this is a horror game, I suspect he will have quite a few terrible, terrible feelings over the span of his stay ), having weaker leveled Unversed form for the most extreme of emotions will probably be easier to play out! He won’t use these to attack others often, but they do like to create mischief themselves. The Unversed do cause him physical pain each time they’re destroyed, as if it’s a piece of himself being torn apart -- because they are a piece of him. He can absorb them back into himself at will ( which can also be painful ), and can give them orders from any distance. They’re an extension of himself, even if he hates to treat them as such! Ventus Vanitas can sense what goes on in Ventus' heart, to a certain extent. Getting a slightly warm feeling when Ventus is happy, feeling sad and hurt when Ventus feels them because of how they're linked together. Physical. Vanitas is very strong, can endure a lot of pain, and can normally get up no matter how many hits are thrown at him, shrugging off any battle damage as nothing at all. He’s fast enough to seemingly freeze time, appearing behind an opponent after leaving a shadow of himself in front of them to distract them, and can quickly throw off counter attack after counter attack. Keyblade. Vanitas wields his own keyblade, Void Gear. Keyblades can be used to unlock any kind of door, and are useful in battle -- as their name “key” “blade” suggests. They also assist with using magic. Magic. Like his counter part, Vanitas can use magic -- although his magic is on the opposite side of the scale of Ventus’ own. Vanitas’ magic is dark, not light. He can’t use it to heal, but he can use it to destroy. He’s seen using fire and lightning spells in the game, and can also fire off dark balls of magic from his keyblade.
Items/Weapons: Vanitas won’t be arriving with anything on him! His only weapon is summoned from his heart ( pretty much ), and he doesn’t have anything else.
Vanitas always felt half-empty, incomplete, unable to be whole- but now, the only thing that's left is nothing, and he feels it. The complete nothing of fading away into the background, of having his body destroyed and then what there was of a heart inside of him broken, by Ventus. The χ-blade shatters right in front of him, after he spent what felt like forever desperately reaching his fingers out, trying to grab onto it and salvage what was left of his life, fight Ventus ( the idiot ), merge together with him completely, become something instead of half of nothing, feel what it's like to have a whole heart instead of one filled with only darkness.
It's all over now. All the effort spent making Ventus stronger, worthy to become half of him, to become the χ-blade. Those four years spent spreading the Unversed across the realms, showing up in Ventus' room and telling him how Terra was going to change, fighting against all three of those idiots and watching them grow. He wants to hate himself for it, all that time wasted-- but it's not as if he could have done anything else. He's half of a whole, half a heart- and the darkest of halves at that.
There's nothing he could have done except sought blindly for this person above him. Fought for what was owed of him. His eyelids slide shut as he falls back, feels his entire being fade back into the darkness. Nothing went as he had planned, and it irritates him. He's failed and how could he have?
He wants to destroy Ventus. He wants to be the person who puts that stupid light out, and how easy it should be, to reach up and break what was left of him. But he's breaking himself, Ventus won't last that much longer, either. Useless. Ventus doesn't deserve that, anyway. He deserves to fade away, all alone, after Vanitas is gone. He's better off without him, has gotten nothing but trouble because of Ventus.
Small shards of light start breaking off of his body, and he knows there's nothing left. Eyes closed, what's left of his limbs hanging in air, and body falling back, back into the darkness.
Ventus isn't getting a happy ending either. There's the slightest twitch at the corner of his lips at the thought. The slightest of smirks, before everything fades away.
Ellis has an optimistic view of life during a very large portion of the game, and is rather excited about things that he shouldn't really be excited about-- such as when the zombie apocalypse hits the US at first; he saw the whole thing as the world's biggest shooting range. A giant dare that was made for him to eagerly take on and impress those around him-- well, at least until he started getting tired or running left to right and almost being killed everyday. Being 23 years old, Ellis is the youngest of the survivors in his group of four-- you'd think he'd be at least a little mature, especially with his life on the line. Well, about that! The young man might as well be a five year old wielding a gun and knowledge of many many curse words. He's silly, reckless, and his own personal idea of being "indestructible" certainly gets him into more trouble than needed or wanted. He also often becomes extremely animated over very small things ( such as cotton candy, amusement rides, and "Kiddy Land" ), and of course:
"I ever tell you about the time Keith made sushi? Yeah, his mom took him to a sushi place for his birthday and he didn't want to go, but he turned out he LOVED it, man. But it's like 10 bucks a su-sho in one of them places, so Keith figures, "Hey, how hard can it be to roll up some raw food in seaweed," right? As it turns out, it's hard. Now, they say that experience is the best teacher, and experience taught Keith that if you ever eat three pounds of raw chicken, it kills you. Now luckily, Keith's brain went into self-defense mode and started shutting organs down to head the chicken off at the pass, and the doctors were able to get 'em out before his heart stopped. But to this day, Keith has no sensation in his right foot, and doesn't recognize his own brother Paul no more."
-- as you see from the above, he doesn't quite know when to put the breaks on his tongue.
His mouth is something like a motor, sticking the keys into the ignition and gearing up the engine at some of the most inappropriate times. Most of the time, he's rambling about his best friend Keith and their shenanigans, telling stories about how the guy nearly kills himself while performing stupid stunts or getting into trouble. The stories Ellis comes up with are countless, sometimes even unreal, and probably go on for who know's how long unless he's told to stop. It is speculated that "Keith" is merely an imaginary friend of Ellis'-- that or he is real, but the stories are way over exaggerated, seeing as the situations described should've killed Keith in multiple scenarios. At least, according to Ellis, he was one of the first people to get a helicopter ride to safety.
Even if Ellis could be idiotic, a tiny bit misinformed ( to the point that he would seem just a tad stupid ), childish, or have the tendency to talk way too much at times, he's actually the most well mannered out of his group, and always looks out for them (while they make sure he stays out of trouble). His lighthearted fervor allows him to charge through tough situations and take them head on, while still being able to maintain that upbeat outlook.
Nick: "If you call it a whirlybird one more time, I will beat you so bad, your sister is gonna wish she never gave birth to you." Ellis: "I can call it what I like, fancy-suit."
Ellis was indeed taught manners when growing up, which explains his politeness to the survivors, even when insulted sometimes ( as you see from the quote above-- after being called an inbred, he didn't retaliate at all ). He's good-natured; Even his most aggressive lines in- game end up sounding humorous, failing to express his anger the way he had intended to.
Abilities/Powers: no powers-- Ellis is plain and human! although, his natural abilities span from car mechanics and auto repair, a bit of karate, and having a swell knack at shooting with a variety of different firearms.
Name: Coco Contact Info: frigentem [at] gmail [dot] com Other Characters Played: none. Preferred Apartment: If you have no preferred apartment, just put None.
Character Name: He goes by Snake in game, but his real name is Light. Canon:999: 9 Hours, 9 Persons, 9 Doors Canon Point: Post - True Ending. Background/History:game wiki and character wiki Personality: Snake's a sight that sticks to the mind, with his composed air and rather regal looks. When initially introduced, the protagonist Junpei describes him as "princely", dubbing him "Prince" in the absence of an actual name to refer him to, and this is in fact rather accurate! There's a lot about Snake that you might associate with princes, but there's also a lot that you wouldn't too.
" I know a great many things but... Yes. "
What's most apparent about Snake is his ability to seem almost in control of a situation at all times. He's an intelligent individual whose knowledge expands to a great many subjects. He's calm in the face of stress, analytical in the face of problems, and quiet where many people can be boisterous and loud. Rather princely indeed! However, there's more to him than just that. As Junpei states, behind his calm demeanor there's... a bit of a monster. He's not cruel by any means, but he is the type of person who knows what he's capable of and has no problems flaunting it, if the situation demands that he must. Add that in with his quirk of not hesitating to point out faults or outright laugh in the face of false confidence, and you do have a recipe for someone who can come off as a bit too full of himself. Still, though, he doesn't do so with the intention of establishing himself as higher than someone else--he's just the kind of person who likes to make the fact that you shouldn't underestimate him known. This action is almost necessary, as he's... well, blind. A reason for many people to underestimate him.
So Snake talks the talk in order to deter people from pitying him in the face of his blindness, but please note that he can, in fact, walk the walk! Blindness doesn't hinder Snake's abilities at all--he can get a "feel" for objects with a simple touch, which amazes Junpei. When asked how he does such a thing, Snake can only say that he "has his ways". In addition, Snake frequently states his confidence in winning a fight with other male characters in the series, and his confidence is so impressive that people don't really feel like questioning his claims. With the loss of his vision comes another point of view and the advancement of his other senses, and so... Snake's blindness is not very blinding at all.
" Well... I suppose it will be useful for bludgeoning Seven over the head with."
Beyond his intelligence, composure and confidence there's... more of a lighthearted character! First: he can be surprisingly aggressive sometimes. He kicks at locked doors, jokingly threatens his companions, and suggests that Junpei has a plan to dump a vase of water of Seven's head, while simultaneously urging him to go through with such a plan "post-haste". Not very princely, there. It's his way of playing, really; his sense of humor is just the slightest bit dark, and he's very fond of sharp teasing and sarcasm. Junpei guessing at a puzzle and not solving it receives a "I am shocked and appalled that guessing at random has not yielded better results!" from Snake, and he often refers to being "stuck here forever" in the face of Junpei's silly mistakes. However, he's also capable of very light teases, evident when Snake asks Junpei if he'd imagined them sleeping together when he examines a bed; this is a comment he revisits, switching the subject of Junpei's fantasies to Seven instead of himself. Needless to say, Junpei isn't very impressed. This just goes to show that Snake knows how to get under people's skin, whether it be with a funny joke or well-timed dark humor, and if there's an opening for a jab it's not likely that he'll pass it off, regardless of the situation.
" Intelligence hides itself in the darkness. Have you ever thought of a book? They spend the rest of their lives locked in darkness... Much like myself. "
Most of the behaviour described thus far has been pretty insufferable, but there's more to Snake than just a slightly aggressive, forward character. He'll actually compliment you if you do something right, though it's important to note that it can be a bit exaggerated... think a kindergarten teacher congratulating a child. Things like "a gold star for you!" or "excellent!" can come from accomplishing simple tasks, so... even that can seem a little pompous. He can be as gentle as he is aggressive, though--in the First Nonary Game, he calmed down the kidnapped children with a gift of 9 four leaf clovers he had originally intended to be for his younger sisted, reciting that the four leaves represented "love, faith, hope and luck". Surprisingly optimistic, isn't it? A sneak peek into his slightly realistic, slightly optimistic self. He can say uplifting things and then follow with "maybe" in the same sentence. This is a small part of the reason why he's so composed--besides his confidence, he goes into things believing that he'll come out fine most of the time. No need to worry if that's how it'll go, right? Right. Not to mention his positivity in the face of his blindness. He likes to say that he "catches the truth others miss", and finds his life in darkness as a bit of a gift. It makes him braver (he is very courageous!), and he finds it gives him much more than it takes away.
Of course, it's impossible for anyone to be composed and controlled all of the time and Snake is no exception. He's got very obvious triggers, the biggest one being his sister, Clover. In the Safe Ending of the first game, Clover's death by Ace's hands causes a fatal showdown between her brother and her murderer, and this is one of the few times we see Snake completely freaked out, completely focused on destroying one sole person. It shows just how deeply he loves his sister, and how loyal he actually is. While he comes across as a bit of a jerk (and he can be, really), he's actually a very kind person who... you really shouldn't cross.
Personality: Shirley has been met with one trauma after another since birth, and life isn't ready to give her a break. Treated like a tool of a savior or a means of acquiring instant power, she's seldom seen for what she is: a human girl. Burdened with the hopes of her people, she has been ostracized by their high expectations yet overshadowed by her sister's charisma. Everyone has good things to say about Stella at any time—Shirley's one viral moment is of failure in childhood that crashed a great many Ferines' hopes, followed by her recent weakness to save Stella. She's a child whose mistakes have hurt many and killed more than a few in the process, and the realization of this fosters a very low self-esteem.
All in all, she's been alone for a long time. Everybody in the village treated her differently, and Senel was a fraternal figure enamored with Stella. She says so herself: she's never had a friend before. Fenimore would be her first, and she would cry with joy and heartbreak that night after Senel has rejected her. Before then, she's alone in a village of Ferines who revere her, and the strain on her relationship with Senel is further cause for depression.
Shirley is stubborn as a mule. The good part is she can work up the courage to do what she deems right; the bad part is this applies for unsavory self-deprecation. Shirley believes she's little more than an over-glorified burden and that she can only continue to do her part in Stella's shadow. She has resolve, but that resolve lacks confidence—in fact, it is trauma that enables Shirley to hear Nerifes' voice, not by her own ability as she had in her childhood.
She had good reason to reject Nerifes then, though. That reason is kindness. She is an optimist who prays for the Orerines and Ferines to find peace, for she has seen the good in the former and would offer her life time and again to help everyone regardless of race. As a result, she's also naive. Her lack of friends robbed her the experience of what it means to watch them killed before her, and Senel had been keeping her safe while others were beaten brutally. But Shirley still maintains that there are good Orerines when she's caught and imprisoned, partly because she loves Senel.
Shirley's love is a strong thing. At the end of the day, she would fight for those she cherishes. Despite her initial timidity, she is quick to fall to the defensive when Fenimore accuses Senel of being a vile Orerines: "My brother isn't like that! Don't talk about him that way!" As far as Senel is concerned, she even becomes jealous when other girls beg for his attention. In general, Shirley is shy but very emotional, and very loving. Even in the face of her abrupt rejection, she would attempt to cushion the awkwardness for Senel by bringing up just how obvious it was that Stella had liked him back.
Fact of the matter is, Shirley has been running from her duty and living in ignorant bliss for most of her formative years. She's only stopped running recently, but gone to attend to her duties in perhaps the worst scenario possible. Stella's benevolent sacrifice is a constant source of pressure, and the Ferines must cope with the idea that living with them is a failed Merines. Powerless she may be, it is necessary that she do her best to restore their broken hope. She just has no idea how she can do that beyond nice words and hard work, and the constant onset of weakness unsettles her.
Shirley has practically convinced herself that she's weak and that nobody cares about her because of it. When she believes she can't do something, that's the end of that. It takes a great deal of outside encouragement to convince her that she can be more than what little she makes herself out to be, so she can be a bit whiny, though it's more insecurity than anything. Much of her world view is considerably contained, and that she compares herself to others so often suggests self-absorption in an entirely bad way.
Then this happened:
Shirley? Your power exists to make people happy . . . Please . . . use it wisely . . .
And perhaps misunderstanding her sister's intention, Shirley slaves over trying to do exactly that. She does have a strong sense of obligation, now more than ever with all that's piled up for the Ferines. However, this is all at the cost of her own happiness, which is where the fatal flaw of her selflessness lies. In a way, it's a little selfish because she's using her duty to play escapism.
In the end, Shirley is still what she is: a human girl. She's shy without her sister, scared without her brother, and all she wants is for everyone to be happy. To live like family and friends. But right now, she has envy issues that could capsize a giant ship.
Character Name: Beatrice, Beato. Canon: Umineko no Naku Koro Ni Canon Point: Immediately after the end of Episode 3: Banquet of The Golden Witch. Background/History:Here's her wiki page.
"Without anger, without sadness, without love--the truth cannot be seen."
This is the single, most important quote in terms of describing Beatrice. Her entire being consists almost entirely of those three emotions; to understand Beatrice, and in the end, Umineko itself, you must look at it from those three angles separately and then all together. From the first moment we meet her, and, ultimately throughout all of the Question Arcs, Beatrice appears to be a cruel, fickle witch, infamous for her savagery in both Heaven and Hell. During the thousand years she has existed, her acts of cruelty have not been rivaled; (or so she claims). Manipulating people for her own purposes, trampling upon men and reducing them to mere puppets, she even went as far as to create a cannibalistic banquet for Rosa, consisting of her sibling's limbs, innards, and blood, topped off with her daughter being put in the oven! She acts like the personification of the malignant being known to most as a 'witch', whom fattens children only to cook them in an oven whilst still alive. Between ruthless slaughtering and utter disregard for the dead, her sadistic tendencies ultimately seal the deal on this: Beatrice’s actions can only be considered that of a witch’s.
After all, isn't that the point of her game?
Her apparent purpose in her games is to make Battler submit to her, submitting to the idea that she is indeed a witch. Would acting like the whimsical, temperamental woman she is convince him that she is the real monster she claims to be? For the sake of winning the game and being accepted, she'll pretend to be cruel. He, who lacks a sixth sense, cannot fathom the idea of a 'kind' witch, so she must act like someone from a fairy tale. In the end, this is not who Beatrice truly is, although it is most definitely part of her personality.
"… I have been told not to break vases… But that’s why I wanted to break them… Then I gained the Endless Magic… When I knew that I could fix it back to normal no matter how badly I broke it… I was surprised at how fun it was to break a vase…"
As the games go on, we learn that most of her innate cruelty had been sparked by morbid curiosity. It’s a morbid curiosity all humans share, whether it be breaking an expensive antique, or the murder of an important person. While learning about the Endless magic, it came to her attention that she could play all she liked - recklessly or otherwise - and not have to cry over any broken toys. This is the basis for her careless nature when it comes to other people, for they can easily be repaired. It’s easy to assume this is where her twisted personality came from, but, unlike her successor, Beatrice holds another reason for it.
She, who has never been allowed to step out of Rokkenjima, caged, forgotten, and lonely; is she truly the sadistic sovereign she claims to be? If we look deeper, we see a naive child who is simply waiting for an answer. The truth is that Beatrice is angry and, above all, hurt. All throughout the Question Arcs and EP 5, Beatrice is tormented by feelings she does not understand, feelings that weren't even hers to begin with. To understand it better, we must go back six years in time to a particular event in Rokkenjima.
"Please, take my feelings that went unfulfilled… my feelings that I couldn't hold back… and make my wish come true."
The reason Beatrice was born is because of the pitiful wish of 'Yasu', also known as, Shannon and later on, Kanon. On that fateful day six years ago, Battler promised something to Shannon, something that impacted her greatly to the point of making her fall in love with him. For six, lonely years, Shannon nurtured this seed of love, until its roots were fettered deep within her heart and it was too late to forget him. The heartbreak and pain she had felt at being left behind by the man she loved was becoming too much for her, to the point where she was about to break. In her despair, she found a single escape.
That escape was Beatrice.
Yasu had already created Beatrice at this point. However, she's not the same one we see today, nor was she meant to serve this purpose, although she was the basis for Beato. Nonetheless, she was the only one who knew of Shannon's situation, and was at a loss on what to do for her grieving friend. Shannon refused to stay in the golden land, so what more could she do? Suddenly, she was struck with an idea. What if she could take Shannon's place?
"From this day forward, you are no longer the Rokkenjima ghost that loves only to play pranks. From this day forward, you will become the master of this island and wait for the day that he comes to fulfill his promise."
Beatrice decided to take it all from her. Shannon could finally free herself from those painful, confusing feelings. She wouldn't be the eternal torture that was that trial of love. After turning Beatrice into the blonde, foreign beauty that Battler had expressed desire in , the look she is known for now, she gave her feelings of love and agony to her, freeing herself of the shackles of her torment.
Now we clearly see where her disdain for romantic love comes from. We see that she has often manipulated the feelings of couples, including Shannon and George, and Natsuhi and Krauss. She brings them together, only to rip them apart without relent, laughing as they shed angry tears. They're happy and in love, they have everything they want! She's happy for them, yet there's a sort of confused jealousy inside. Why should she aid them in their love troubles if she had to do it all on her own? Can't they do anything for themselves?
This is the motive for the Rokkenjima murders, and why Beatrice is such a violent person. She's nothing but a confused kid, lashing out because it hurts, because she's lonely, because the man she loves doesn't rememberanything. Not even that anything between them ever existed. She must get Battler to remember his promise, and once and for all, decide between staying or ending it all. Even if he did not love her back, as long as her feelings get returned in some way, Shannon will be truly at peace, and, in turn, Beatrice. It is an innocent wish, fueled by the purest form of love (or delusion at this point). The words of her mentor and predecessor describe Beatrice very well: she is but a naïve child.
"No, she's like a tomboy princess, so her voice is a mix of formality and rudeness."
Beatrice is quite juvenile in reality. Chortling or throwing tantrums whenever things do not go as she expects, she who speaks rudely and plays tricks on unsuspecting people; this side of Beatrice could almost be called her 'real' self, the one who lurks behind the brutal witch. Although we cannot discredit the other either, they are almost like two sides of a constantly flipping coin. If we were to take away the severity of her actions, she would amount to nothing more than a bully who enjoys teasing and playing pranks. She can butt into other people’s business (not without haughty cackles and laughter), or she can enjoy the company of friends with nice, warm tea.
There is also the softer, more feminine side of hers; the kindness and love it takes to forgive one who killed her when she was but a baby, and the patience and understanding it requires to wait for someone who might never come. She is also fairly agreeable, seeing that she does not harm those who respect her. There is also one other person who is of great importance to Beatrice.
"I'm grateful to Maria. Marriage Sorciere has eased the burden on my heart so much"
That person is Maria, the youngest of the Ushiromiya cousins. Playing with her, studying simple magic, drinking tea and laughing; in these events, she no longer bears the burden of a love that has been forgotten, nor is she the ruthless witch who murders for enjoyment. She is the kind, beautiful witch who makes candy fall from the sky. In fact, she often gives Maria a gentle death, perhaps in silent apology for breaking her promise of taking her to the Golden Land, or simply out of respect for her apprentice and fellow friend. However, the fact is that without Maria, Beatrice would've spiraled out of control much, much sooner.
Name: Thorn Contact Info: obliviomancy at GMAIL Other Characters Played: Kazu Mikura ( air gear ) Preferred Apartment: With Sakura, please!
Character Name: Fai D. Fluorite ( real name: Yuui ) Canon: Tsubasa: Reservoir Chronicle Canon Point: Chapter 115, dragging the worm's corpse back to the government building! Background/History:Chapitre No Really What The Fuck CLAMP. Personality:
A goddamned magician.
It's true in every sense of the words—and, once understood, it's all you need to know.
Fai comes off as the quintessential showman, fond of dazzle and obscurity and sleights of hand. Deceit is the name of the game, and elusion and turnabout his two favorite cards to play. To the majority of the world, Fai's all smiles and teasing remarks, never malicious and always delivered in good spirits, a man who aims to amuse. He wears warmth and cheer like a second skin. It's true that he guards his own secrets with care, turning aside all inquiry with a delicate hand and a bright display—but then, isn't that the way of showmanship?
Still, once studied, it's hard to take his sleights for any real magic—if not the method, then at least the conviction that there must be a trick involved. Children and strangers might fall for the illusion, but no others—which is why, for all his easygoing lightness and kindness, Fai holds his distance. He doesn't blame, he doesn't dispute, and he certainly doesn't seek to change anybody without prior investment.
He has empathy, on occasion, to show concern in cases of self-endangerment, but he's adult enough (and, for that matter, CLAMP enough) to understand that Shit Happens and in the event that they are inevitable, the way is to accept them and to pay the appropriate respects at their funerals. He allows others the leeway to make their own decisions for the most part—perhaps as a tribute to a pretense, at the very least, of not being a hypocrite: he's done worse, after all. Only with his latest companions has he begun to refuse to allow others that much choice. For the most part, this renders him adaptable, mostly by removing him from the equation. By and large, Fai is more bystander than any other role, and this lends itself well to his apparent happiness: it's easy to be happy when you're not involved enough to show sorrow. His own grief's a weight, and certainly not one his companions need to have added to their backs. The facade is meant to preserve them as well as himself.
As a long-time practitioner in the fine art of never telling the truth, Fai's apt at spotting dissonances in others—though he'll rarely remark upon them. (That would be too much hypocrisy, even for Fai.) When it comes to it, he's also fond of the magician's final trick: the disappearance. He vanishes from personal confrontation, avoids personal attachment, and makes every effort, after his own passive fashion, to be no more than an innocent sideshow with the occasional convenient trick. But he contradicts his own terms: he's an easygoing man whose pleasures range all the way to the downright childish, all while knowing nevertheless that they must end, and sooner than most. Considered in that light, his passivity takes on something of an extreme: Fai travels world after world with the group, aware all throughout that he must cut them down if they derail from the mission of recovering the princess's memories. "I don't want anyone to get hurt because they were involved with me," he admits, and because this is a magician's confession, it must be taken on several levels. It's understood, for instance, that people uninvolved with him can and will be hurt. It's acknowledged that he'll save those in front of him but won't go out of his way to look for charity cases. It's implicit that his birth as a child of misfortune draws ill luck to befall those around him by his nature. It's all right for others to injure and to execute the magician Fai, if his living's likelier to hurt them than his death. It's an allowable possibility for Fai's companions, ultimately, to die in the course of Fei Wong's plans, so long as it wasn't his involvement which doomed them—though he lies to himself and puts it out of his mind all the while.
In this, Fai's a liar, but at least he's fair about his dishonesty: he lies to himself as much as to anybody else. In spite of a future he understands to be inevitable, he's too soft of heart to avoid attachment to his companions, and ultimately tries to ease their ways and intervene in their fates. His kindness is intrinsic, heavy and determined, layered with guilt for the brother whose life he believes he stole. He is, too, guarded around powerful magicians, for the curse laid on him which would drive him to murder any enchanter stronger than him—Fai has a finely-tuned horror for human murders by his own hands, favoring mercy as a kind of penitance. Driven by the horror of his twin's death, Fai understands his own existence largely as a weapon: carrying forward Fei Wong's malice into a bleak future. Understanding (or so he supposes) the weight of his own crimes, Fai doesn't impose. He makes as few admissions as he can.
Knowing all the mechanics of a trick only clarifies all its ugliness, you see. No one likes transparency in magic.
Abilities/Powers:
Fai's capable of both spell-magic as well as physical combat—despite a build like an undercooked noodle, he's quick and deft and pretty decent at hand-to-hand combat! He's shown as being able to keep up with multiple opponents simultaneously and has fought alongside a ninja, both with and without weapons.
Family, justice, honor. To quote Giovanni himself “these are the values guiding [his] blade.” It is these three virtues above all else that define Giovanni Auditore. He is a well refined man that comes off cool and calm yet caring at the same time. His voice can be soft but his words hold meaning; like the father that he is he can be a gentle man with unbridled strength lying just beneath his exterior. He is extremely loyal to his family and friends, and will go to any lengths to protect them from any conceivable dangers. He loves his family more than anything in the world, so dearly that it is not hard to imagine that he would give his life up for them in a heartbeat if he knew it absolutely meant it would protect them from their own fatal ends. It is this love and loyalty to his family that drives him in his quest to always seek out justice, and to forever uphold honor as he goes about it. For them, and all the innocents in the world, he is a secret vessel of truth and justice, hidden in the shadows as an assassin so that he may protect the world from those that would corrupt its virtue.
As an assassin Giovanni is cunning and swift like the fox. He is a formidable predator on the hunt for justice throughout the world. He is powerful both in body and mind, swift in the strike of a blade as well as solving a riddle of wits, and as agile on his feet and deft with his hands as he is lithe with his stratagems. He knows how to anticipate his opponent’s movements and surprise them before they can get the upper hand. He was trained this way for all of his life, raised to be the next in line of a long following of assassins bent on protecting the world from those that would oppress it. He cannot be persuaded to neglect these virtues for any reason—not the promise of money or women or power could ever change his mind upon the matter. His own death would matter little to him in comparison to betraying the honorable intentions of his bloodline. This is not to say that he would easily become a martyr. No, Giovanni is both too strong willed and practical for such a useless endeavor. He would fight to the death in order to uphold these virtues but he would not be so foolish as to start a fight that unerringly would end in his demise, especially before he could ensure his victory of permanently spoiling his enemy’s plans. Giovanni is bold and confident in his abilities but he is not rash or stupid enough for such a thing.
As a banker Giovanni is immediately noted for his trustworthiness. He is loyal to his employers as well as those that entrust their valuables within his care. He can be counted upon to provide practical, extremely efficient services and above and beyond honorable intentions. He is always quick to fix a mistake, and whether it be through his own fault or someone else’s will give credit where due. This goes for both sides of the coin; if it hurts his own esteem more than those who have requested his services than so be it, he will not stand idly by while an injustice is going on under his nose. He will do everything within his power to right the mistake made upon anyone. He is good with money and the accounting of valuables, and good at spotting inconsistencies with any work done. (This is actually how he got in good favor with Lorenzo de’ Medici.) He is humble and kind to everyone around him and shows much respect for those considered above him whether it is because of their entitled rank or because he feels as though they are worthy for whatever reason they have shown to him. Yet he can be bold and forceful when the time is right, and those that have faced him in court defending the innocent know this side of him well. He is well versed, his tongue sharp and quick, and well refined in wording. He seems a gentle enough character with an inner strength that is more encouraging than discouraging to those around him.
And yet careful to provoke him because beneath is an inner ardor that stems from his lineage. However, most people will not see beyond his humble and caring exterior. Those that get the privilege would get to see him for who he really is: a loving, passionate man with such an inner strength. For all the refined mannerisms he is prone to there still lies within a bit of the young Auditore from his past, too. He can joke lovingly with his family and tease in the most subtle of manners. But he will always give out caring advice upon strong matters as well. His youthful passions included women and the wooing thereof of many, and then yet other strange pastimes such as seeking out secrets of the Assassin lineage and learning how to break code. They were idle activities to both keep his mind sharp and a vain hope to discover the mysteries behind his own brotherhood. While these things still intrigue him and he would love for one day to solve them he has since realized he is rather busy with other more important events of life. Still, he would be drawn inexplicably to similar instances even this far into his life.
In essence what drives this man is a strong sense of honor and justice, and the desire to protect not only his family but the innocents of the world as well. He is compassionate and ruled by his heart of hearts, but compelled to do so in a forceful manner from beneath the shadows as a man of action and death. He will not stop, will not hesitate, to always do what is right.
Abilities/Powers:
†Abilities: Giovanni Auditore is a highly trained master assassin whose skills derive from the original Hashshashin sect, a set of skills that were passed down his family lineage from generation to generation. These skills include perfect blending into a crowd, unseen observation of a target, and other forms of stealth; extreme parkour which requires a fast, observant mind for managing quick foot-work and rapid eye-to-hand coordination, and vast amounts of endurance, strength, and especially agility; various melee combat skills including (but not limited to) fighting with a sword, dagger work, throwing knives, unarmed combat, and a special hidden blade made especially for the Assassin Brotherhood. Giovanni is highly knowledgeable in reading people whether as individuals or the whole of society as such knowledge is vital in his line of work, telling him how to react to certain situations without giving himself away or to receive a sympathetic viewpoint from others or get an ill reaction towards his enemies’ actions. In essence he is a very cunning man that is quick to action and the counteraction of his foes in any given situation. Sharpening this edge is his intelligent mind that has been educated as any proper noble should be, but beyond that he is simply wise for his mere forty years in part due to his calm and self-assured demeanor that never falters even when under pressure. He is good with money, and therefore math, in no small part for being a banker by profession. He is also good with words, knowing how to say things both clearly and precisely as well as in a refined manner (most of the time); and on more than one occasion he has served as a court official and defended the innocent in a court of law, more often than not using his skill with words to explain his evidence convincingly enough to win the case. He speaks Italian and English fluently, German acceptably, and can reasonably understand most sentences spoken in any of the Latin-derived languages. He can write in Italian, English, and Latin, as well as form coded messages when the need arises. He has translated and/or deciphered many different types of documents, notably some of Altaïr's codex pages. To round off all of Giovanni’s natural and learned skills is a strong sense of honor and justice. Above all else the man is extremely honorable in both action and word (as the trustworthy banker and the cunning assassin), and can always be relied upon to keep his word. And no matter the consequence he is a dedicated seeker of true justice.
Note: I do tend to say that Giovanni has the Eagle Vision ability. While it does not come up very often in actual RP it is an ability I do like to have the option available if ever needed/wanted to be used for logs. Typically, Giovanni's version of the gift is not as accessible or reliable as Ezio's but it is still something he sees when concentrating. The only "proof" I can provide to say that it is canonical is to point out that Giovanni knew his son had the ability and that it is a trait passed down through the genes.
†Weaknesses: For all his feats of skill and intelligence Giovanni is still just an ordinary man. Stab him and he bleeds. He is quite well aware of his own mortality as he has suffered grievous wounds and even death itself already. He knows that if he goes home it is only to his everlasting death, and frankly by this time he is not sure which scares him more: eternal death and the thereafter or lack thereof, or the prospect of never truly dying. The fact that he went to a world where death was not a permanent condition was only the start of his troubles; it was there that he learned of his death ahead of time and it was upon a brief time sent back to his world that he discovered he could not change his fate. Returning back to the other world after his death left him with too many questions: was he never to finally die or was this merely a cruel trick of the universe to send him on a brief sojourn before returning to his eternal slumber? It is something that has haunted him since his return to life and affects his mental state quite clearly. It has been known to send him into bouts of depression (and, quite frankly, a few power trips when it comes to duty, responsibility, and protecting those that he loves) where his mental health is not quite steady.
Items/Weapons:
†Hidden blade †Sword †Dagger
Sample Entry:
Al Magnifico Lorenzo de’ Medici,
I fear I must be brief in my writing today as I do not have the leisure of time on my side at the moment. My investigation so far seems to be an ill combination of fruitless effort and vague hope with yet one link that remains elusive and tempting in its potential for useful knowledge upon the matter in which we seek to clarify. I cannot say with certainty how much longer it will take me to finish this assignment. I am not entirely sure where next to look and I may end up on the road longer than first intended. However I assure you the job will get done. This I swear to you upon my honor.
As for what has come up so far in the investigation I have attached a separate parchment with the more important details listed in order of occurrence. It is in code but I am certain it is simple enough for your retainers to puzzle out. [This part is neatly scratched out and easy to read as if done purposely.] I will return as soon as work permits and give you a more detailed outlining of my findings in person.
Since my schedule is now off due to these circumstances, please give my regards to my family. I miss them dearly.
Yours in confidence,
Giovanni
Sample Entry Two:
The Assassin cursed his luck silently as he left the building, on the outside remaining strictly calm and collected so as to bring no special attention to himself as he slipped into the crowds lining the streets of Roma. He knew better than to use such a small and sensitive blade for countering another’s slash but at the time he had nothing better to use but his bare hands. The blade seemed less a lost when in comparison to that of one of his fingers to be sure. That didn’t make his loss of the blade, and loss of true target while combating the lackeys, any less aggravating. Nor did it make him feel any less foolish for the action.
Now he was out a most precious weapon that he had been raised to use above all else. Stealth assassinations would be quite the bother until he could find a way to get it fixed, not that he couldn’t perform them without it. It would simply require more effort to stay unnoticed, to hide the blade in his hand or find some other means to down his enemies stealthily. He was up for it. It would just be a hassle compared.
It felt even worse to Giovanni that he had broken the specially designed weapon because it was a family heirloom. It had been passed down the generations for as long as the Assassin’s Creed had. It was literally an antique and yet had lasted all these many years in perfect condition. And he had broken it with one simple move. One lousy, deflective move at just the worst possible angle. It made him feel horrible, and all too guilty.
But he had no time for such feelings as he moved further away from the church he’d exited and closer to the nearest exit of the city. He wouldn’t be picking up his target again here, not any time soon. They knew his name as well as his profession. They knew exactly what he was. And he knew what they were, too. They wouldn’t allow him to so easily pick up their trail, not unless they had another trap set for him, and he didn’t have time to fall into another. He would simply go back home and report what he had found out so far. It would have to do.
And in the meantime he would look for a way to fix his mistake so that next time he caught up to his foe he would be able to sink his talon right into the rabbit’s neck. Perhaps that Leonardo fellow his wife was always complimenting could do something about it. Maria was always trying to tell him he was much more than a simple artist.
Name: January Contact Info:snowesque Other Characters Played: N/A Preferred Apartment: None.
Character Name: Santa (Aoi Kurashiki) Canon: 999: Nine Hours, Nine Persons, Nine Doors Canon Point: Post-game (True Ending) Background/History:Wiki entry.
"Ain't no point in tryin' to play dumb anymore, Santa. Actually, guess I should call you 'Aoi Kurashiki', huh?" — Seven
Santa is an excellent liar who most certainly lies for most of the game, and so it's not quite clear which parts are the truth and which parts are, again, merely lies.
At a first glance, it seems clear as to what kind of person Santa is. Between his appearance and foul mouth, he gives off the impression of being little more than your typical street punk. He's loud, for starters. He doesn't make himself easy to miss in a conversation unless he chooses to remain quiet, as you can bet that if he has an opinion, he'll make it clear regardless of who disagrees with him. He's direct and straightforward, as he doesn't believe in sugarcoating his words. He'll be mindful on occasion, but in general, he's not the first person you'd expect to be nice. In fact, it's rather noticeable when he does go out of his way to be kind, as he's hardly the patron of goodness. He doesn't especially go out of his way to be mean either—as despite his poor attitude, he's still fairly cooperative and outwardly a decent person—but he can certainly still be a jerk often. In particular, he loves to make sarcastic remarks. You can always count on him to have a dry and/or deprecating comment to make about the situation.
"Fuck! I've had enough of this crap! How long are we gonna pussyfoot around like this?!" — Santa
One thing that can definitely be said about Santa is that he's someone who moves forward. He dislikes standing around and wasting time when there are things to be done. Even if he's not exactly sure of the situation, he'd rather still be moving, getting something done. On top of an overall temper, he has little patience for inaction and indecisiveness. 'Idle' is not a word you would use to describe him.
It's because of this that, as moody as Santa can be, it's hard to keep him down. Sure, he can cover a wide variety of emotions, but aside from 'productive' ones, he doesn't seem to feel anything especially strongly. If he's shocked, he'll put it aside quickly enough. If he's sad—well, that in itself is unusual. Santa's the sort of person who can immediately switch between grieving and acting normally without another word, if that's what it takes to get things done. He's not above sadness, by any means (and is, in fact, a much sadder person that he seems to be on the surface), but naturally, instead of moping, he'd prefer putting his time to better use. Overall, when he isn't being noisy, he's actually fairly aloof.
"At first, he'd assumed [Santa] wasn't terribly clever, but Junpei was beginning to think he would need to re-evaluate that assessment."
Altogether, Santa doesn't seem particularly smart at first. It's not unreasonable to make such a judgment, given that he isn't above acting silly once in a while, such as supposedly mistaking a showerhead for a mushroom growing out of the wall. He also appears to have difficulty grasping some concepts, as seen when Lotus tries to explain a scientific idea to the group. Add to the fact that, again, he looks and acts like some punk kid, and there isn't much of a reason to expect much of him in the intelligence department. He does seem to have flashes of insight and moments of wisdom, however, suggesting that he's smarter than he looks.
And by 'smarter than he looks', that's to say that any stupidity on his part is essentially a lie. He is Zero's right-hand man, after all, and though he writes himself off as just an assistant, he likely had a hand in orchestrating everything. His occasional cluelessness, especially when it comes to more academic and factual talk, is merely a fabricated act to throw off suspicion. For the Nonary Game to work, he and Akane have to be underestimated, and so Santa plays the part of the fool. Some of the aforementioned silliness may be genuine, but otherwise, Santa's not half as average as he might come across as. The discrepancy in the act he puts up and his true self becomes clearer when he explains the purpose of the game, with Junpei even noting how it's as if Santa's fallen into a trance. Gone is the loud, brash punk, and in his place is someone with serious, measured words and who is more than aware of what he's doing. Again, Santa's quite the actor.
"I dunno who the hell this Zero asshole is, but I know for sure he's gotta be pretty fucked up in the head to do all this." — Santa
In light of his true identity, a few of the remarks he makes during the game may have a different meaning. Namely, he makes a number of insulting comments about Zero—keeping in mind that his own sister is Zero, and he's helping her. Ergo, he is, for all intents and purposes, insulting his sister and, by virtue of assisting her, himself. Of course, it's possible that he says what he does only to seem normal, but either way, in one of his more truthful moments, Santa does express guilt. Not necessarily for the Nonary Game, but for what he perceives to be failing Akane. He's her brother, after all—her protector, but one who couldn't do his job. Furthermore, after telling a morbid story of the two Santa Clauses, he then wonders which one he is—the 'bad' Santa, or the 'good' Santa who became 'bad'—implying that he doesn't see himself as a good guy either.
All things considered, the latter Santa Claus would probably be the more apt comparison. Given how devoted Santa was to his sister, it's hard to deny that Santa at least was once a decent person at heart. However, because of that, he discards whatever morals he might have. In the end, being a brother means more to him than being a good person. For his sister's sake, he's willing to become a criminal— a kidnapper, a murderer, etc. That's not to say that he has no sense of morality, seeing as how he and Akane did take precautions to make the game as safe as they could, but the fact of the matter is that they still committed highly questionable acts for their own sakes. For Santa, Akane is his world. Everything he does, he does to save her.
At the end of it all, Santa's become a rather cynical and bitter person, no doubt thanks to his history. He doesn't trust anyone, save for likely Akane, and is more than happy to share that advice with everyone else. He's saying it as an untrustworthy person himself, even, so he should know. He looks down on the ideas of hope, faith, love, and luck, citing that they can all betray a person. And though he gave that a reason for wanting to give Junpei a bookmark related to those concepts, it wouldn't be much of a surprise if he honestly did hate them. After all, it's not like any of them have done him much good in life. On top of that, Snake was the one who talked about such things in the first place, to create a bond of friendship between the children of the First Nonary Game—a bond that Santa and Akane later tore apart.
Name: Rose Contact Info: milanobutterfly@plurk diointeriore@gmail.com Other Characters Played: None Preferred Apartment: #2.001 (with Tres Iqus)
Character Name: Caterina Sforza aka the Duchess of Milan, the Iron Lady Canon: Trinity Blood Canon Point: the end of Mark of the Saint, as she collapses. Background/History:Wiki article Personality: Caterina is a strong. This quality is recognized to the point she has been dubbed the "Iron Lady" or "Woman of Steel" by the Vatican. This strength makes her a natural choice to be one of the highest ranked officials in the Vatican. This is not a role she takes lightly. She has proven herself to be very dedicated church official. On more than one occasion when it was a choice between her life and what is best for the Pope and the Church, she chooses the latter without hesitation.
Despite this, Caterina is known, in most cases rumored, to commit acts not approved by her clergymen. This is not out of disloyalty. Caterina will often act this way to preserve the Vatican’s image to the outside world. However, it is not only her loyalty that compels her to do so. Caterina is a vengeful woman. She is out to make the ones who murdered her family, the Orden, pay. In order to do so, she needs the world to see the Vatican in a positive light so they can win allies against the terrorist organization.
In her quest for revenge, she is ruthless. She will sacrifice anyone to destroy them; even the little brother she adores is not spared. She forces him to become Pope in order to secure herself the powerful position she holds today. Caterina is fully aware of what she is doing. She lives in regret with what she has done. She is shown referring to herself as an awful woman in private on more than one occasion in the story.
Although she says this, her actions have contradicted her on many occasions. She has saved many of her agents from hopeless situations by giving them a new life serving her, one of the finest examples being Tres Iqus. It is not strange to see her reassuring her little brother when they are together or holding him when he’s scared or in danger. She has covered up actions of her agents who she felt were doing the right thing (after yelling at them of course).
Caterina is a very human character; neither angel nor devil. She tries to do the right thing by the Vatican and her loved ones but, she is always haunted by the past. This sadly leads her to do many terrible things adding to her tragedy.
Abilities/Powers: Caterina has no powers as she is a normal human being. She does however have a strong set of human abilities. She is a gifted diplomat and leader tasked with keeping the fragile world at peace. She is also incredibly intelligent given the fact she attended a respected university at the age of fourteen and took her position as both Cardinal and Minister of Foreign Affairs at the age of nineteen.
It is also worth noting Caterina is physically weaker than most people since she suffers from collagen disease. She is able to hide this fact through sheer willpower. She ignores her aches and pains to almost an unbelievable point as she is known for going days without sleeping and eating during crises. Only her faithful bodyguard Tres and her physicians are aware of her condition.
Sample Entry:Caterina post Please feel free to look at any of the posts on her tag too since they are all from my Caterina.
Sample Entry Two: It takes some time, but the sound of the alarm clock accompanied with the morning sun starts to reach Caterina. The latest coughing fit has taken more than its usual toll on her not that the duchess is fully aware of it just yet. It all happened so suddenly; the blood pouring from her mouth onto her fingertips in the middle of deciding the fate of Sister Monica. Sister Monica; the thought of that woman makes her sit up. She has to get out of bed and find Father Tres. He is still awaiting her decision. She does not have time to rest.
It takes a moment for her to realize these are not her quarters. Another one passes as she curses herself. Her room does not have an alarm to wake her. The task of waking her (when she does sleep) falls onto attendants or subordinates in case of emergencies. Even if that changed for whatever reason, it is doubtful she would be left in a strange room like this even in Istavan. Something has gone wrong. A million scenarios pass through her mind as Caterina forces herself to stand and head for the window in hopes of getting an idea of where she may be. Nothing could have prepared her for the sign outside. The name Haven and the couple wearing gas masks were not something found on her world.
Caterina is certain she must be dreaming in a hospital. What other explanation could there be?
... no matter how I explain this, it will be confusing, so just go with it.
There were two Nonary Games; one in "present" day, and one nine years ago. Akane was involved in both. The whole idea behind the game (the first, at least) is that 9 pairs of siblings (18 in all) were separated, 9 to a boat out in the middle of the ocean, and 9 to a building labeled "Q".
The idea is that one sibling, the one in the building, transmits messages through this morphic field, to their sibling on the boat, who receives this message, and uses it to protect their life. In Akane's case, she was the transmitter and her brother, Aoi, was the receiver. Unfortunately, they made a mistake. Akane was placed on the boat. It doesn't seem important now, but I promise, it is.
So the kids in the boat worked their way off to the ninth door, and inevitably, there were only a few of them left. They got trapped in an Incinerator, and to be straight forward, it wasn't looking good. That is, until a totally random guy popped in through a vent. Wow, awesome. So he pulled them all up, and they scurried on away, looking for another way out. And Akane was following, that is, until she realized that she left her doll behind.
So she went back to get it.
Unfortunately, when she went back one of the men in charge of the game captured her and threw her right back into the Incinerator. Well, shit. In the last 20 seconds before the room would be engulfed in fire, a small puzzle popped up from the center. Even more unfortunately, because she didn't have anyone to transmit information to her, she was pretty much stuck there until she burned to death.
Oh wait, but I said she would be in two Nonary Games, didn't I?
Rather than let herself die, Akane searched for someone, anyone, who could give her any type of information. That was when she connected with Junpei...
... Nine years into the future.
See, the whole idea behind the second Nonary Game was to have Junpei transmit data to the past Akane, in order to allow her to live into the future. So, yes, Future!Akane was the one who began the second game, and Future!Aoi was the one who made it all happen.
Name: Berri Contact Info: TaiyakinoNaku @ Plurk Other Characters Played: Winry Rockbell Preferred Apartment:n/a
Character Name: Madoka Kaname Canon: Puella Magi Madoka Magica Canon Point: Episode 12 & End of Mayfield Background/History:Madoka Wiki. Previous Game History:
mayfield_rpg was a panfandom jamjar set in a 1950s American town called "Mayfield." Madoka arrived there about a year ago, in the summer of 2011, at her episode 9 canon point. She was a shy girl who had felt useless before, but only felt extra useless when her canon mates revealed that they had all died. As her stay in Mayfield went on, Madoka met many powerful people from other canons and slowly began building her confidence. She learned to play tennis, joined a basketball team, and tried to help start a baseball club for one of her friends. As her dead castmates began trickling into the game, Madoka pulled herself together with the goal of making them happy in their "afterlife."
All of this led to Madoka becoming stronger. Tragedy after tragedy struck, and she learned to pick herself up time and time again. With the encouragement of her new friends, Madoka learned to be someone who helped rather than just watching on. Whether she was offering hugs or baking cookies, Madoka found little things that even a powerless girl like her could do.
Then she canon updated to episode 12. This made Madoka a confident magical girl and got her up to speed with her personality development in Mayfield. Shortly after her update, shit began to hit the fan. It was revealed and confirmed that Mayfield was a virtual reality game and that the residents weren't jamjarred people but data copies of their "real" selves. While many others in Mayfield weren't happy, Madoka took comfort in that fact that this meant the "real" Madoka Kaname was still in "reality", where she was saving magical girls as she had wished. Because of this, Madoka no longer felt any hesitation when committing herself entirely to protecting and saving the people of Mayfield.
At her last Mayfield point, Madoka and the other Mayfield residents had moved to "a better place." Their new town is peaceful and they have been preparing it for living in. She lives with her friends happily and is ready for a peaceful new life... or was. Being moved to Haven will be a bit upsetting, but Madoka will be able to adjust quickly. She knows that her loved ones in both Reality and a Better Place are safe, so she does not need to worry about going home. Her top concern will instead be the residents of Haven.
Personality:
Kaname Madoka seems to be a completely normal girl. She is cheerful and simple, with a casual interest in love letters and looking cute that doesn't go too over board. Her personality as a normal girl was quite simple and plain, causing her to come off as weak. But Madoka actually has a lot of inner strength. She just needs help seeing it for herself. And this Madoka, who is a magical girl fresh out of Mayfield, can finally see her worth and apply it.
In all timelines, Madoka is a happy person. She is surrounded by a loving family and happy friends. She may be a bit quiet, but she always does her best to be friendly and caring. In the first timeline, Madoka does not hesitate to befriend the shy transfer student Homura right away. Mami and her quickly become friends, to the point that Madoka is promising to not leave Mami alone. Madoka never once labels Kyoko as an enemy, and is quick to befriend her when the chance arises. Even in the case of Homura in the most recent timeline, Madoka tries to be friendly towards her. Madoka even continues talking to Kyuubey, even once shit has seriously hit the fan because of him. In an alternative setting, this means that Madoka is very open to friend making. Madoka the magical girl is especially friendly and open, because she is confident in her social interactions and eager to get to know people--- as opposed to the shyer Madoka, who did not have the confidence to always push her desired relationships forward.
A lot of her kindness may be because Madoka is kind and naive. Homura makes a point to state to Madoka that she is naive, and that her kindness is a danger to herself. Because of this naivety, Madoka did not truly recognize any of the dangers of Puella Magi until she was slapped in the face with them. She was told it was dangerous, but did not take it seriously until Mami died, for example. During the instance of Mami's death, we also see some of Madoka's denial; Sayaka sobs tears of acceptance while Madoka just stares in disbelief, and doesn't truly come to terms with Mami's death until the next morning. Madoka wants to believe in the good in everyone and everything and will rarely reach a pessimistic conclusion without some hard evidence. In a world where Madoka contracts and pursues a happy magical girl journey where Puella Magi fight for justice, Madoka is able to finally recognize that she was a child and come to terms with the harsh reality of her canon. This is because, while she is a naive person who does not actively seek to find things wrong with life, she is not so stupid that she cannot learn from experience. Applied to Mayfieldoka, this means that she will be able to wrap her head around being in a horrific setting. She has spent a year in Mayfield and learned the consequences of not preparing herself for tragic events. She may now face the fact that things could go wrong, but she does not do so pessimistically. Despite her horror game-induce paranoia, Madoka at least confidently believes that she can overturn bad situations and reach a happy outcome.
Madoka also has a strong, naive belief in everyone getting along and working together. This belief inspires her to want to make a Puella Magi duo with Mami, to ask Homura to look after Sayaka, and to never hate Kyoko, even after she engages in a life or death battle with Sayaka. She does not take sides in a conflict either; even when Sayaka was being attacked by Kyoko, Madoka could not bring herself to side with her best friend or Kyoko. In one timeline, when Homura reveals the truth of Soul Gems, Madoka never directly aligns herself with Sayaka's belief that it is a lie, even though her actions suggest she doesn't believe Homura. Again and again, Madoka is very sensitive to all sides of a situation, and supports peace and dissolving conflict without violence.
Even when Madoka does form an opinion of her own, she is not always confident in it. She tries to get Sayaka to consider befriending Kyoko, but when Sayaka shoots that down Madoka just shuts up and starts rethinking things all over again. Madoka constantly looks for compromise and does not want to have a conflict with anyone, and is weak-willed enough to sometimes bend her opinion to avoid trouble.Madoka the magical girl is also shown to compromise in social situations: she may be absolutely confident in battle, but she was still staying neutral between Sayaka and Homura.
This is because Madoka is an observant person, who typically ends up watching rather than acting. That much should be plain and obvious, as observing is her entire role in the show. Though she may seen like a clueless ditz based on all of the clueless faces she makes, Madoka is the type of girl to think things through. She is slow and uncertain with her decision making, and as a result, rarely commits to a decision. This has already been hinted at, because Madoka does not pick sides in a conflict, but just thinks both sides through and never says who she supports. She tends to sit on the fence throughout the whole show, her biggest decisions being to run away. Madoka doesn't observe and decide alone either. When she's trying to decide something, Madoka will not hesitate to talk to people about it. She is generally in control of her thoughts and emotions, or at least trying to be. When Mami dies, Madoka avoids a major emotional break down until she is about to talk it through with Sayaka. Until she has a chance to deal with them properly, she makes an effort to put a lid on her feelings and act normally. This Madoka has largely gotten over her habit of running away, but that does not mean that she won't think things through very deeply and sometimes struggle with her choices. But she no longer struggles as much with being confident, but with wanting to make the absolute best decision.
The decisions Madoka makes without talking to people are driven by strong emotions, generally fear. She stops the group suicide impulsively because she doesn't want to die, she throws away Sayaka's Soul Gem on impulse to stop Sayaka from fighting, and she shoots Mami because she's scared of seeing someone else die. It's only after Madoka commits these acts that she realizes what she's done and she usually crumbles under the pressure and confusion following her decisions, while seeming confident until they are completed. It might also be noted that her impulsive decisions were all made in an effort to protect someone; Madoka will think for eons about herself, but will act quickly to prevent someone else from getting hurt.
In all of the timelines Homura experiences, Madoka has died because she wanted to protect people as a Puella Magi. In one timeline, she even asks Homura to destroy her Soul Gem, essentially destroying Madoka's soul, rather than allow her to become a witch and hurt people. Even when Madoka is laying there dying, she is thinking about the fact that she wants to protect people. When Madoka makes her miraculous wish, it makes it impossible for her to exist and sets her in line to absorb suffering for the rest of eternity, but Madoka is completely content as long as she is helping people. Kindness and loving everyone is a huge part of her character.
When she's a Puella Magi, Madoka feels that she is worth something. And when Madoka feels like she's worth the life she's been given, she confidently works to protect it. There is a dramatic difference between the Madoka who prevents the suicide, scared out of her wits and lacking confidence in her ability to save those people, and the Madoka Magica who protects Homura in the first timeline. There's a huge difference in the Madoka who falls to her knees and breaks down when Mami dies in the line of duty, and is consumed by the terror of the witch Charlotte, and the Madoka Magica who looks down at Mami's corpse and Homura before she confidently heads off to fight the killer witch, all in the name of saving those precious to her. Even something as simple as her day-to-day interactions with people can be changed by a boost in confidence; when she is a Puella Magi, Madoka approaches Homura and leads the way to the nurse's office, while talking confidently and cheerfully with her. In another timeline, when she is not a Puella Magi, Madoka follows Homura and performs the same conversation, except this time she is stuttering and unsure. Her shy and timid nature will give way to a more happy ad upbeat girl when she feels good about herself. In the end, unless Madoka feels confident in herself, she cannot and usually will not act useful, because she's too caught up in the fact that she doesn't think that she can be useful.
Lastly, and possibly most importantly, Madoka is a very pure girl and she is full of hope. It starts in her character design, where Madoka is noted for wearing pure and innocent white stockings, and ends in her purpose in the show. In Puella Magi, the transition from hope to despair gives off energy. And Madoka has the potential to be the strongest Puella Magi with the most hope, and therefore she can become the strongest Witch. This can be seen as the fact that Madoka is able to soak up a lot of despair before her heart breaks from the sadness. Even after all of the terrible things that happen in the show, Madoka still has hope that something good can happen. She believes that she can save Mami from her loneliness, that Homura can work with Sayaka and it'll turn out okay, and even once Sayaka is good and dead, Madoka believes with Kyoko that they can save her soul. Even after Kyoko, Sayaka, and Mami are all dead and Madoka Magica is crying her eyes out, she pulls herself together to fight Walpurgis Night with Homura.
Madoka might cry and break down a lot, but despite all of the tears she sheds, she is a strong girl who does not give up and wants to keep protecting people. She continues to look towards the future throughout the entire series. And when she finally makes her wish, it is to protect the Puella Magi who make a huge sacrifice for their own hope and wishes. Madoka essentially becomes Hope when she makes her wish, which is quite the indication of just how much Hope is in this girl's character.
Abilities/Powers:
The "real" Madoka made such a huge wish that she broke the barrier of time and space. Her enormous wish and equal magical power brought Madoka from a human existence to one practically on par with a god. Her past self had defeated the most powerful witch in the world with one shot, and this Madoka had more power than that girl. Her wish allowed Madoka to appear to every magical girl in any world or time right as she was about to evolve into a "witch", and destroy her soul gem before it became a grief seed.
This Madoka, however, is only a copy of that Madoka. In Mayfield, all characters start with none of their special abilities or powers. They have to regain them from the post office. Madoka has only regained a portion of her "real" belongings, which means that she only has a fraction of her "real" God-like abilities.
Madoka's regained abilities include...
→ Her Soul Gem: The most important aspect of a Puella Magi is probably their soul gem. It is literally her soul given a physical form. At this canon point, it is also shown to be giant---- so big that it is chilling in outer space and seen about to collide with Earth. Luckily, Madoka's soul gem has also been shown to be scaled down; even in official Ultimate Madoka artwork, she has her soulgem necklace drawn, which supports the idea that she should be able to scale it down. So for RP sake, her soul gem will always be able to fit in her palm.
It has three forms. The first is as an egg-like gem, the second as a small ring, and the third as a decorative gem on her transformation outfit. Her soul gem remotely controls her body, which does not have a soul in it. For this reason, if she is separated from her soul gem then her body will stop moving and resume being a corpse. Her body can also continue moving as long as her soul gem is in tact. This may seem inconvenient, but it is actually very helpful. Because of the separation of her mind and body, Madoka does not feel pain as strongly as a normal human girl. Her body could be stabbed and she would only feel a fraction of the pain. The general rule is that she cannot feel enough pain to render herself unable to fight. Her body can still give out if it cannot physically function, but Kyuubey suggests her magic would be able to eventually heal that.
Finally, for a normal Puella Magi there would be a danger of their soul gem tainting. This happens if they go too long without purifying it with a "Grief Seed" (or other purification methods). It can also taint if they fall into despair and begin cursing the world around them. If this happens, Madoka will become a witch. Her witch form is Kriemhild Gretchen and is kinda really bad news. She can end the world in less than 10 days at her canon point. Luckily! Madoka has~~~
→ Soul Gem Purification Powers: This is a product of Madoka's wish. In canon, Madoka is able to teleport to any Puella Magi who is about to turn into a witch and purify their soul gem. However, this is because she shot time traveling Magical Madoka arrows in her canon. Those arrows have not been shot in Haven and weren't shot in Mayfield either, so the teleporting will not apply. Instead, Madoka will have to physically reach a Puella Magi and purify their soul gem by hand. This means that she will not have a 100% success rate, giving any Puella Magi characters in Haven the option of becoming a witch. I'll set up a permission's list. When she purifies a soul gem, it also disappears... so it would be a mercy kill.
In the case of Madoka's soul gem, if it is about to hatch into a witch then a second Madoka would appear and destroy the first. The only time she can do this is to prevent herself from becoming a witch. It might be noted that in canon, Kriemhild Gretchen had actually physically hatched before she was destroyed. There may be a short lag period where Gretchen attacks people before a new Madoka destroys her.
→ Her Magical Girl transformation: She actually has two. Madoka's Ultimate form is never fully explained in canon, but she is seen to be able to transform to her "usual" Puella Magi self and then to Godoka. In RP, Madoka will only pull out her Ultimate form if she feels it's appropriate. Otherwise, she'll prefer transforming into her first form. There isn't really a power difference between them. Just outfits and hair.
→ Magical Powers: Madoka fights with a rose-themed bow by firing magical pink arrows. The drama CDs imply that Madoka can also do other things with her magic (she makes Homura run fast in PE) but since that's never fully explained in canon I will not be using her magic for anything but fighting with arrows. Madoka is super powerful, but I will be watering down her powers for the sake of roleplay. When she uses magic, Madoka's soul gem gets a small taint.
Water was an essential part of any life. Whether it was in Mitakihara Town or Mayfield, Madoka knew that water was important. So it was the same in Haven and worth the risk. Madoka carried a bucket in one hand and her rose bow in the other, fully transformed and cautious as she made her way to the well.
She knew her new room mates would have happily done this themselves, but felt it was more appropriate for her. Her soul was encased in its soul gem and her magic would help her to protect herself. If something happened then she would be least likely to be bothered by it. That, and she knew she wouldn't be able to bear waiting for her room mates to return. She'd have worried and eventually gone after them.
Madoka looked down the well and set the bucket in place, taking a deep breath before proceeding to draw out some water. Even now, with her unable to protect them if something happened, Madoka was worried. "I need to get the water back quickly... please be okay, everyone."
Background/History:Bam Personality: Clay is a smarmy ass, but he’s seen some shit, so it’s pretty understandable. His snark and all-around callous attitude is a defense mechanism, more or less. Beyond that, he’s prone to depression because a) his life sucked and b) he can’t even get any peace even though he’s fuckin’ dead, a fact which he pokes fun at when he gets the opportunity. He's prone to mood swings, one minute being a snarky jerkass, the next he's ready to kill something, and the next he's curled up in a corner crying, in about any combination possible, which is what makes him seem so unsettling most of the time. It's that obvious mental imbalance that makes him seem untrustworthy.
He's deeply devoted to the Assassin order, despite them sending him down the road of insanity and suicide and AI-dom. And even post-mortem, he was doing what he could to help Desmond with his duty as Chosen One. Even though he is incredibly bitter that he ended up dying, and would love to take it back so he didn't, Clay puts helping to keep the world from ending on a slightly higher level of importance than keeping his own life.
He’s also very paranoid, and prone to speaking in cyphers and code and weird riddles because then the government can’t track him. And by the government I mostly just mean Abstergo and the Templars, but it's honestly the same thing considering we're talking about a conspiracy theorist here. ...A conspiracy theorist who happens to be right, but a paranoid head case nonetheless.
It's also worth mentioning that Clay is very, very smart and very, very aware of this fact. His day job was a software engineer, which undoubtedly helped him hack into the Animus and upload his own brain onto the damn thing. He also knows an ungodly amount of languages and historical funfacts thanks to his several month long run at Abstergo. And astronomy. He knows his space. He doesn't hold his intellect too high over people's heads usually, and he holds street smarts and innate knowledge in higher regard than book learnin' despite being something of a walking encyclopedia himself. However, he's not above calling someone an idiot when they manage to be completely stupid in a practical sense (spoilers: that someone is usually Desmond).
Basically, he's a desperate, bitter, obsessive man who acts just creepy enough that it's kind of inevitable that his loyalties get called into question. Or at least that people wonder just where his head’s at.
Abilities/Powers: - The main weird ability he has is Eagle Vision, which he got through the Bleeding Effect because of his time in the Animus. It is, essentially the ability to look at someone and determine whose side they’re on. Enemies will glow red, allies will glow blue, targets - whether assassination targets or just someone the user is supposed to find or follow - will glow gold, and information or hiding places or things of that nature will glow white. However, it's not perfect 100% of the time. If the user truly believes an enemy to actually be an ally, then they will still glow blue. In Clay's case, because of his paranoia, everyone other than people he already knows are on his side are more than likely going to be red anyway.
- Freerunning. Like all Assassins, Clay is hella adept at parkour and can essentially scale any building assuming it's not just straight up impossible to climb.
- Hand-to-hand combat. Between his more standard training and spending such a long time in the Animus, he can defend himself pretty well.
Items/Weapons: The clothes on his back and a ballpoint pen.
Name: Kimmie Contact Info:xdombillyx Other Characters Played: Baby Doll Preferred Apartment: None. Character Name: Katniss Everdeen Canon: The Hunger Games Canon Point: post-The Hunger Games Background/History:thg wikia Personality: The girl on fire.
Katniss is a girl who above all is courageous, audacious, and perseveres. She is strong, but growing up in District 12, she had to be. In this post-apocalyptic world, the government controls everything, and the districts must bend to the capitol. Twelve is the worst, and Katniss is from the Seam, which does even poorer than the District.
The District itself is a mining district, set in the Appalachians. Katniss' father died a minor, but before he did, he trained her how to use his bow. Hunger is rampant in this District and not even those supposed to uphold the law care if some hunters go out of the fence and get meat.
Katniss is one of those people. Her and her friend Gale went out, illegally, and hunted what they could.
But this was already after a long struggle. The Games were not her first time dealing with survival. Katniss may not have been trained for the games like some of the tributes, but she knew enough about knives and hunting to last. Her mother was also the apothecary's daughter, so she knew a decent amount about plants.
She also knows how to use her head and read people. She knew enough about Haymitch that she understood why he wasn't sending her water during the games. She was close to a source as it was. She also knew that Peeta could play up being in love so that she never had to tell him her plans. She knew if she played up the romance, they'd get more food and medicine from the audience.
Katniss also used this skill to get an advantage over her opponents. She could guess their moves by their actions. She knew Fox Face wouldn't confront anyone, staying on the defensive and stealing. She knew that taking out the food supply for the Careers would weaken them.
She also cares deeply. She took the place of her sister in the Games when almost no one ever volunteers. She cares about the people who come to her mother to get better (even if sick people aren't her forte). It does take her a lot to get over things though. When her mother suffered from depression, it wasn't until that Katniss went through the games that she understood and forgave her. She takes to another tribute, Rue, who is twelve years old and reminds her of her sister.
Her biggest fear is losing those close to her. It tends to be her motivation.
Katniss also acts on impulse, not realizing what exactly the consequences are. She's learned that not blurting her thoughts is a good idea, but she didn't hesitate to volunteer. Prim's name was called, and Katniss called out immediately that she'd go in her sister's place.
When Rue dies, she doesn't just let the hovercrafts take her body. She decorates the girl's body in flowers, sending her off with an old solute that was meant to say goodbye in the twelfth district. She knows it is meant to be a spit in the face to the Capitol, but that's also why she wears the Mockingjay. She also fires an arrow into the pig when the Gamemakers decide food is more interesting than her. She will not be upstaged by food.
She become the symbol for freedom, outsmarting the government. While she does deeply care for Peeta, the scheme for double suicide at the end of the game so there is two victors. She goes against what they declared, but she knew they needed a Victor and Peeta was bleeding again. He wouldn't have lasted long.
She incites the country, sets them ablaze. Just enough determination and defiance and her own will to start a rebellion, though she knows little of it.
Her relationships are pretty important to her. Her family above all else. She eventually agrees to marry Peeta because it goes along with keeping everyone safe. If her mother and sister, Gale and his family, and Peeta are safe than whatever her actions are, it doesn't matter. That is the goal and she will stick to it regardless if her behavior is rash or not.
In this way she is so focused it can be a fault. And only a larger goal can deter her. Like realizing that no one is safe. This is why she ends up becoming a conscious part of the rebellion. Because no one is ever really safe, and if she can fix that for everyone, then that is the what is important. Maybe it isn't too late for Prim.
Abilities/Powers: While Katniss is very much human and possesses no superpowers, she is very skilled with a bow, having learned from her father. She also lives in the poorest District and one the Hunger Games, meaning that she has survival skills, knows how to forage, hunt, and can direct herself in the wilderness.
Items/Weapons: ✖ Her father's bow ✖ Her father's coat ✖ Her hunting bag
Sample Entry: [Katniss is busy setting up a corner office with tables, cleaning off what she can when the feed flickers on. This technology still seems odd to her, something she doesn't necessarily want a part of, but is needed in this case.]
I'm setting up a trade center. It could be useful here. [Having the Hob here could make it more homelike, even if this wasn't District 12 and the other versions of herself and people she knew were here. She should probably explain more about it, but it seemed self explanatory to her.]
If you have a trade or are good at looting, call it a sort of market. We could use as many people as can fit this building. We called it the Hob back home. There's no Greasy Sae, but it'll do. [The faintest smile manages to peak its way through before Katniss gives a dutiful nod and shuts the camera off. At least this served some purpose.]
Sample Entry Two: [taken from Prolecto's third person sample]
They thought they could get her to do something different. Her arrow was already drawn out on the man. Murder wasn't as much of an issue any more. Slow breathes as the rage tore through her. How dare they. How dare the city think they can manipulate her.
So that was their secret. Make people go against their wills and build their city. It seemed so noble, so honored. No, Katniss knew that manipulation tactic the minute someone over the network told her. But now she had some official pinned.
He would pay. He would pay for every person taken from their homes, uprooted from their lives. But there was something. Something small at the back of her head. This defiance was not hers.
No. He needed to pay. She'd taken lives before. That was survival. The brunette shakes that thought away. The man doesn't seem put off by this and his smugness just makes her raise the bow higher.
"This is for--" She wants to feel justified in this kill, the anger coming out in droves now. Her teeth clenched. This was wrong. But how was this any different than the Capitol?
It wasn't. Forced captivity, like animals. But this act was not so she could live. This act was not to free people from tyranny. What would Asmos care if one of underlings died? No, this was not the tactic Katniss would use. This wasn't her strategy, it was just rage that needed an outlet.
This wasn't her. Despite the fact she really wanted to act right now. She wanted to plunge the arrow into him and make him pay. But was this a really calculated move? Could she afford it? It wasn't necessarily the consequences that were stopping her. It was the fact that she could be doing something else right now. Something that could be helpful. And ultimately, that's what she wanted.
Still the bow was released. It soared through the air, the distance short. But it did not hit him. Calmly she put the bow down. The arrow stood in the wall, about three inches from his left eye. She let out a slow breath, waiting to leave to let it out, lash out at whatever she could.
The anger was still there, the need to destroy, and she probably would, but Asmos would not take something the Capitol already had from her. There were better ways. And if she came to this spot again, needing to kill to get answers, then fine. But this was Katniss and she would hold out just a little longer over her own actions.
Congratulations on being accepted, Katniss Everdeen. You will be living in apartment #3.002, and your tag is character: katniss everdeen. Please use this tag when you are the poster of the entry or log, and when you tag into an entry or log, thank you.
IMPORTANT: An IC mingle log will go up on Saturday at 7PM EST, where new characters can intro with the rest of the game. Feel free to join the communities and introduce yourself OOCly before then.
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