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

Applications


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

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


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

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

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

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

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

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

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

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

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

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

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

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

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


To apply for an original character, please fill out this form:
errandry: (believing that to stray even once)

[personal profile] errandry 2012-11-18 02:53 am (UTC)(link)
Previous Game History:
In July 2011, Kazu was thrown out of his own dimension and into a punch to the face—into a world governed by whim, bureaucratic deities, and a bizarre carnival theme (carousels and ticking clocks and curses which broke at midnight, oh my).

Welcome to the City.

Fortunately for Kazu's team-dependent sensibilities, his most vicious teammate Akito/Agito arrived a few weeks after him, followed by the queen of mechanics Kururu. Whatever else came, Kazu wasn't on his own—and that made everything easier to handle. Between days when Akito turned into a vampire, Kururu exploded microwaves in an effort to reassemble parts, and the City transformed into Las Vegas, however, Kazu developed a sort of casual acceptance about the inevitability of it all. What happened during curses stayed relevant to those curses alone and had no bearing on one's character or the rest of the world. In the course of those months, he met a wide host of people, including Roxas (his first humanesque alien!), Kazuo Kiriyama (his first sociopath), Carla (dangerous, smart-mouthed, and unpredictable), Mae Crawford (nice girl, scarily toppy) and Yuri Lowell—the last for whom he would form a mild respect. People from his world came and went—in particular Spitfire, the man who'd passed his title and legacy to Kazu, and who'd died for him with hardly a word exchanged. As a result, Kazu grew almost morbidly attached to the City: as a second chance of sorts, with more time to train, because he could never be sure that he'd be strong enough to handle everything at home.

Then, in December 2011, Kogarasumaru's leader arrived— wheelchair-bound, and three months behind everybody else in the timeline.

As time passed, Agito and Kazu formed an understanding that Ikki, who'd been such a relentless godmode in his own world, was nowhere near so highly-leveled in this one. That he might, in fact, have to be their leader in truth: the person they'd sacrifice anything to guard because their dependence on him could no longer be trusted. This became critical in February, when the City began to fall apart. As it split into two dimensions, the bulk of its denizens were left in a world disintengrating into sand, with monsters and mindcontrolling slugs crawling out of the abyss. All of Kogarasumaru was infected at least once, and out of the chaos, Kazu's certainty—that curses would always break and needed to have no bearing afterwards—started to crumble.

This culminated in a total disintegration when Akito and Ikki were caught and killed in a streak of serial murders across the City. While they resurrected as undead afterwards, the incident completely devastated Kazu, particularly given Ikki's refusal to let any of his teammates trade the deities for his goddamn life back. Desperate as always for outside reassurance, Kazu began to depend more on the cheer and confidence of Elmer C. Albatross and Yuri Lowell, to take interest in Jast, a quirky and powerful entity with sky / natural ties, as well as to look for answers regarding the City's underlying nature. Most importantly, after exhaustive conversations with Yuri, Kazu traded for Ikki's life—giving up, to some extent, on the idea of his leader as infallible and capable of saving himself alone.

He readjusted to a life of minor chaos as time passed and more familiar faces arrived. Spitfire returned in June and Kazu trained with him a little, falling into a quick and easy pattern of wanting his approval. Over successive months, he befriended Merlin, Setsuna Mudou and Dave Strider in the course of a tumultous curse which turned his team against one another under the wing of an imaginary future—and he regained the Regalia courtesy of a trade from Spitfire, which lost the latter his ability to walk for a month. In short, Kazu became increasingly determined to retain all his training and memories when he inevitably left the City for home. But things had eased: he wasn't alone, the curses had lightened, and he had every second chance he wanted. Even as the friends he'd made in the City vanished one by one, Kazu carried on.

The end of September, however, saw both Ikki and Spitfire sent home.

Their disappearances plunged Kazu into a gloom fit to do Hamlet proud. But this wasn't to last: mid-month, he began to behave normally again, keeping company with Akito and Agito, hanging out with friends, setting Ikki's possessions on fire, and coping with the curses at large. This, of course, had no healthy root: ambushed by Vincent Nightray and Leo Baskerville, Kazu had unknowingly been contracted to a monster which erased all his most upsetting memories as they arose—and which would also behead everything around him whenever he felt endangered. He had forgotten being left behind. The realisation that this wasn't a prolonged curse only occurred after he decapitated Dave Strider—who, upon resurrection, dragged Kazu sideways into one of the City's secret dimensions... where the contracted monster slumbered between summons. Their pursuit of this mystery took the rest of the month, though the culprit was never discovered.
Personality:
There's a trick question they tell along the lines of: "How do you put a giraffe in a refrigerator?"

The "real" answer is, of course, that you can't. (Well, maybe if you chopped the giraffe up, you sicko, but that's not his solution.) The "right" answer is simple: open the refrigerator, put the giraffe in, and close the door.

Kazu's one of those guys who knows both the real answer and the right one. The problem is—surrounded as he is by geniuses who stuff metaphorical giraffes into refrigerators all the time—he gets caught between answers. Too afraid to make the jump but too aware of how thin the rules are to stay down, his resulting confusion makes him hesitate at critical moments. Realism comes to resemble cowardice; becomes it, given the slightest prompt. That Kazu's his team's best speedster, heir to the Flame Road and Regalia, has gained him a little confidence, but it hasn't changed his intrinsic beliefs. He's always known himself to be least remarkable: the errand-runner, the ordinary guy—and just a little bit of a coward. Failure, expectation, responsibility, pressure—they shake him as much as they ever did. Even now, his self-judgment lingers, holding him fast in second place.

First impressions of Kazu do present nothing special: the formulaic teenage punk with a heart of gold. Despite an extensive resume of property damage and brawling and gang membership since middle school, he maintains an idealism that borders on naivety, defending justice, mercy and respect for the ladies (though he's not opposed to the occasional peek of dishabille—shut up, teenage boys have needs). It doesn't stop him from pranking, boasting and roughhousing with the best of them, however—and if he doesn't often initiate plans, that only makes him a better lieutenant. What trust he doesn't put in himself, he's more than willing to place in his friends—and even when Kazu should falter, his loyalty can be trusted to eventually pull through.

When it comes to team roles, Kazu plays the straight man, foil to the leader's jokes—and dispenser of beatings as warranted via the former. (Because what the hell, even a guy ranking Ordinary Errand Service #5 of Ikki's Empire deserves some dignity. Especially when it's him.) He's reactive as a result, quick to flail and lash back in turns. While part of his flustering can be attributed to the utter weirdness of the company he keeps—well, there's, frankly, a little too much to excuse. Kazu's only ever cool by accident—in moments when he doesn't consider impressions or dignity or naming his attacks, but simply acts to realign the world to the way it should be.

All his fumbling belies a sharp mind. With his firm grip on reality, Kazu's often first to spot downsides to his illustrious leader's plans, and he isn't afraid to call Ikki out on them. He has a disturbingly keen eye for detail, limited only by his occasional lack of vision. Anything that his sense of normalcy can't process—like the fact that a girl in his class is head-over-heels for him—simply slips under his radar. It's not a weakness that extends to A-Ts; in those competitions, Kazu's nothing if not effective.

Even that wouldn't be as much a skill if it weren't backed up by solid experience and a staggering drive. It's a given that hard work can't beat raw talent. With the right foundation, though, it sure can give a goddamn run for its money—and that's what Kazu bets on. He drills himself harder than anyone else on Kogarasumaru, pushing himself 'til breakdown. Since childhood, this energy has been directed towards keeping up with his best friend. Reason for it is, as far as Kazu's concerned, self-evident: air's for breathing, storm are for chasing, and Minami Itsuki's the best fucking leader for following. It's such an encompassing belief that he's all but forgotten years when he wasn't Ikki's second in every respect. Only under the preceding Flame King Spitfire's mentorship—and some shounen headpunching—does Kazu realise that backing his leader doesn't necessitate living in his shadow. Despite their common goals, mindlessly dogging Ikki's steps isn't a road—and Kazu's competitive enough, after all, to want to win in his own right.

That Kazu has risen to rival his best friend, however, doesn't change his role. That's what friendship means: loyalty transcends the need to be the (singular) best. If there's a limit to Kazu's particular brand of faith, it has yet to be reached. He's there when needed, glad to enact vengeance on behalf of the fallen—or to die for the sake of the team's victory. Just give the order.

A year's experience in a strange world has, in some ways, strengthened Kazu: he's more willing to take things in stride—to bitch and freak less in favor of focusing upon the problem at hand. His temper's a little sharper, his inclination to blame skybound omnipotence and fate for bad luck has been well-honed, and he's somewhat more guarded around strangers. (Did you know? Murderous sociopaths can look just like normal people.) Under pressure, however, Kazu handles disasters with a kind of desperate energy, and does so while relying only on people who've been tested and shown to be true; he's turned less likely to seek outside authority on controlling personal emergencies.

This has evolved into a certain ruthless streak. Where Kazu once found himself friends with a self-admitted murderer who'd butchered a number of his classmates, and spent weeks after this admission unsure about how to deal with him, time's burned that uncertainty away. In the wake of all his disasters, Kazu's no longer willing to take chances with his friends' lives. This is, perhaps, his critical weakness. Kazu will go to any end, use any means in order to see to a friend's safety. If the choice comes to it, no matter any hesitation or fear, he'll sacrifice himself first every time. Because the truth is that a year was never long enough, and Kazu recognises that he's still hardly as strong as he needs to be. Time in a world run by mysterious and mad gods has done nothing for his inferiority complex—rather, it's soldered that tendency with a determined sacrificial streak. For all his experiences learned and distances crossed, Kazu knows that he's still no king at all—just a pawn stranded halfway across the board: the easiest to cast down.
Abilities/Powers:
For well-practiced riders, Air Trecks (souped-up rollerblades with engines and fancy programming) allow them to roll everywhere: scaling buildings, running atop fences and taking leaps greater than usually possible for human legs via acceleration. On his trecks, Kazu can get up to speeds fit to break the sound barrier and "vanish" from sight, seeming to stop time for himself as a result of his superspeeding. Using friction + Air Gear logic, he can generate heat to transform into drafts of flame and manipulate them via wheels and air currents. Those drafts can be used to generate brief illusory clones of Kazu through the afterimages he leaves via speeding and heat mirages. He's also a decent copyist, analysing the tricks of opponents and learning to mimic them on the fly.

... Look, it's shounen manga magic. Just go with it. There's a complete list of his tricks here!
Sample Entry: A post from his previous game! More's available under his character tag.
Sample Entry Two:
His lungs ache.

His lungs ache, and his body aches from calves to shoulders, and nothing's looming yet out of this hidden shadow of a place, this city behind the City, which means they can stop running. For now, for the next five minutes—for some time, which has to be good enough.

The sky's hollowed dark above their heads, the street a stretch of warped lights and greying buildings, and when he rolls a little forward, the pavement grates differently underneath his wheels. Strange and not-strange, the familiar twisted away, and he's balling a fist at the sight even as his breathing slows again. More secrets, more goddamn monsters and, above it all, the deities sitting pretty on their paperwork thrones, surrounded by eyeballs in jars and jewelry and traded memories wreathing their offices like smoke. And maybe it'll go back to normal—maybe this was just meant to be a scare like any other curse, breakable like any other curse, but he's sick and goddamn tired of this. Not for the first time in the year, all Mikura Kazu wants—craves, for a moment, sharp in every vein—is something to burn.

(And maybe that's just a defense still against the memory of blood in a sharp scatter through the air, the head severed and the body falling, but—)

He jerks away from that thought—glances over at his companion instead. His friend, who—in addition to flying and being a master of time—apparently shakes off decapitation like it's no damn thing. It's a thing to be grateful for, and maybe he will be in another minute or two, but at the moment all Kazu can feel is his hand still flexed tight and his throat full of scorch and the blood heavy and blackening on his hoodie.

After a beat, he lets his fingers slacken after all. This isn't fucking fair, he thinks—and if there's a little hollowness in that idea, in the thought that somebody like him could ever tip the status quo—well, that doesn't matter right now anyway. One thing at a time. They're at three minutes and counting, and a scene free of mysteriously decapitated bodies. At least they ought to be safe.

"Oi," he says—jams his hands into his pockets as he nudges the guy's side, and tries not to seem uncertain because neither of them need that. "You're okay, right?" Doubtfully, he side-eyes the open ends of the deserted street. "What's with this place anyway?"
Note:
At his current point in Polychromatic, Kazu has yet to be uncontracted from the chain Humpty Dumpty! I understand that this will be left behind, but that still leaves the memories Humpty Dumpty cut out: basically, everything involving Ikki and Spitfire. Given their influence, while I'd prefer that Humpty Dumpty's block remain for now with an option to remove it later if any characters in Haven have the powers for mental muckery, I am also cool with having those memories restored to him for gameplay in Haven. Just let me know either way!
nationless: (Default)

RATONHNHAKÉ:TON / CONNOR

[personal profile] nationless 2012-11-18 08:25 am (UTC)(link)
NAME: Cris
CONTACT INFO: [plurk.com profile] robocris
OTHER CHARACTERS PLAYED: N/A
PREFERRED APARTMENT: None.

CHARACTER NAME: Ratonhnhaké:ton (given name) / Connor (adopted name)
CANON: Assassin's Creed III

WARNING to anyone browsing: lots of spoilers for AC3 ahead!
nationless: (pic#5195323)

ASSASSIN'S CREED III [Reserved]

[personal profile] nationless 2012-11-18 08:27 am (UTC)(link)
CANON POINT: On his way to Fort George in search of Charles Lee. (Sequence 11.)
BACKGROUND/HISTORY: Here!
PERSONALITY: Connor has two very distinct sides. The first is one of an idealist; for someone whose primary occupational objective is murder people he's remarkably moral. He will argue against needless murder, to the point of shouting outright at Haytham when he kills informants that have outlived their usefulness. He expresses horror at the outcome of the battle of Concord, lamenting to James Barrett that he hadn't done enough after seeing the corpses from both sides littering the ground, despite having helped to win the fight. He is respectful of the dead, and doesn't enjoy killing even when he feels personally slighted by or entirely justified in the life he's taking.

He's also both selfless and kind to a fault, and this is best seen with the people he has recruited to live in his homestead. The population is generally made up of fellow outcasts, ones that he finds struggling in some way or another and without prompting he'll offer a safe place to live and a way to prosper. With these people he tends to be polite - almost shy - always willing to take the time help, contrary to how impatient he occasionally seems with the Sons of Liberty or anyone that actually demands things of him. He really, if you run around doing the optional Homestead missions, basically spends a good deal of time and energy trying to alleviate even their smallest grievances, going so far as to set up a young couple, eventually attending their wedding. His naivete is also on display during the beginning of particular mission; he's in his twenties, but he's still sheltered to a fault, both from growing up in a completely secluded community and never once stepping foot outside of it until he was a teenager, and because he's personally just a huge derp. He professes to not knowing much about courting women, and indeed doesn't tend to show much interest in pursuing relationships just yet. He seems to have no prejudice against anyone for race or gender, and early on is even completely ignorant of the racism that Achilles faces as an African American in Revolutionary America. He learns better eventually, of course, and will question his allies on why "freedom for all men" doesn't actually seem to apply to all men.

The second side to him is that of a vicious Assassin. Despite his opinions on the need for peace, he is always willing to grab a weapon and fight for it. His methods during battle are quite brutal too, and he is often described by onlookers and by opponents as "fighting like an animal." He's can be a bit of an asshole, just putting that out there. When he's focused on a goal or angry about being delayed on achieving said goal, he can get straight up rude and irritable. He doesn't like being ordered around, and tends to break out the sass when someone starts to get on his nerves by doing so too much. He can also be incredibly contrary with people he doesn't like, and he doesn't tend to mind creating a scene in public when he disagrees with them, even when he really shouldn't.

He's calling him pigheaded is being generous. He's exceptionally stubborn, and tends to butt heads with other stubborn individuals quite frequently: the best example of this being in his relationship with Achilles (his elderly teacher) whom he often finds himself getting into shouting matches with, especially when Achilles tells him the course of action he's decided on is wrong. When he's not with people he feels some kind of kinship with, he tends to be moody and can come off as aloof. He's not particularly talkative, and simply won't talk if he feels he doesn't have anything to say - which really makes things awkward when people are trying to make small talk at him - he doesn't like to mince his words, either. He also has a great distaste for lying (even for lying by omission), which is not really helpful when one is part of a secret, stealthy order of people who kill other people for the "greater good."

He's an odd mixture of both proud and humble; he refuses to take credit he feels he doesn't deserve, but he gets agitated and borderline bratty when he thinks he's not being given the credit that he's due. His temper is short, and his grudges are held long and hard. He is easily rallied by fighting against what he perceives to be injustice, but is often plagued by insecurities about whether or not the paths he chooses are the right ones.

Connor has a lot of bravado, often times volunteering himself for completely insane, practically suicidal missions, touting the creed "because no one else will" as a justification. Even when he was young he was a thrill-seeker; he would purposefully go after the hardest-to-reach most dangerous things to test and improve himself, against the advice of close friends and against the rules imposed by his mother. He is not without fears though, the most notable of which being a phobia of fire after having to watch his mother burn to death in one when he was a child. This is visible in gameplay when he will flinch away from flames, wincing and cringing and covering face with his hands until you walk him away from it again. He tends to fixate on memories of this early part of his life, which is seen especially well through his grudge against Charles Lee. Even almost two decades later he's unwilling to listen to any arguments from other characters that may be in Lee's favor, once growing angry and calling him a monster when Haytham tries to espouse Charles' virtues. He has a single-minded determination to pursue and kill Charles that's borderline obsessive, and it's exceptionally personal. He will argue with Achilles against the necessity of killing other members of the Templar hierarchy, but he was unsatisfied even when George Washington had Charles Lee imprisoned and he was rendered effectively harmless.

One of Connor's most interesting relationships is with his father, the British Templar Haytham Kenway. From an early age he'd had a fascination with his absent father; when we see him for the first time, he's trying to read Hatham's journal in secret, and he hastily drops it and hides it away from his mother when she catches him. Even while he understands that Haytham is his enemy, he seems so interested in finally meeting the man that Achilles orders him away and after a different target to keep them apart (and likely to keep the extraordinarily inexperienced Connor from engaging anybody that deadly.) Even as he grows older, and despite all his irritation and sniping at Haythem during their brief alliance, he begins to argue with Achilles the merits of putting away their ancient conflict and allying themselves with the Templars... until he realizes that his father is trying to manipulate him into supporting Charles Lee. That's a total dealbreaker.

ABILITIES/POWERS: The only actual power Connor has is something called Eagle Vision, a "sixth sense" that is used as a sort of second sight. With it, Connor is able to see who is an enemy and who is an ally, easily spot his targets and occasionally follow otherwise invisible trails and clues.

For abilities, Connor grew up in the forests of what is now upstate New York in the 1700's, and as such he has all the survival skills necessary to make a life in that kind of place. He is exceptionally talented at hunting, trapping and tracking, along with scaling and running through trees and climbing sheer rock cliffs. He has grown used to climbing buildings, and has become pretty darn good at parkour as well. He is a mountain of a man and built like a linebacker to boot, which helps him to fight like a beast; because he had trained with small blades, axes and long bows from a young age he has mastered finding ways to make them deadly, and further lessons given to him over the past few years by the experienced assassin Achilles have made him efficient with weapons like flintlock pistols, muskets, swords and rope-darts as well.

Stealth gameplay is a big part of AC3, and Connor is pretty good at being quiet and sneaky, despite his size. He's an accomplished ship captain, but that probably won't come in much handy in Haven.

SAMPLE ENTRY: Here's a thread!

SAMPLE ENTRY TWO: If there was one thing Connor hated, it was stake-outs. He liked to think himself patient, but sitting still and fuming over the position he'd been put into did nothing good for his short temper; even the days-long walks between Boston and New York distracted him with care for where his feet fell, with the sounds and smells of animals. Here he had nothing to do but think, and it wasn't only the stake-out that frayed his nerves and set him brooding.

He did not enjoy the idea of doing favors for George Washington, not anymore; the thought of it would bid his stomach to churn with the sort of anger he had reserved only for Charles Lee before... but he had been in the patriot encampments, seen the soldier's bare, frost-blackened feet and glassy-eyed hunger. They had not been the ones to see his people burn, to hide it from him while he risked life and limb to keep them in power, laboring under the delusion that they were just, that they were fair. The men that were starving only wanted their freedom, food in their bellies and clothes on their backs, and so he sat in the back of the quiet tavern, watching the door beneath his white hood. His presence drew stares - it always did - but aside from the occasional visit from the woman who worked behind the bar, none approached.

At first she had been polite, attempting to lure him into small-talk out of curiosity (or nosiness), but by now she had nothing left but irritation for the hulking man sitting in the corner of her bar with a bow and arrows hanging off his back and a tomahawk at his hip, making the other customers antsy. He had only ordered one beer in four hours, and hadn't spoken to anyone, offering her only short, clipped answers to her questions and the sneaking suspicion that he did not appreciate her presence.

Truthfully, he didn't mind it, but his head was in other places. The information he'd gathered said that one of the men suspected of intercepting the supply caravans meant for George Washington's army often drank here, as he fancied the owner's sister, the woman working tonight. He'd followed the wagon tracks into this town, but they disappeared on the cobblestone roads and he was forced to look for other ways to hunt the much needed provisions down. Every hour longer he waited, gripping the half-empty mug of cheap drink that he wouldn't part with, bid his doubts to magnify. Maybe he had gotten the wrong information, maybe the man would skip visiting the tavern this night.

Maybe the people in those camps would drop dead and the British would have their colonies back. Connor's fingers flexed around his cup and he swore to leave after one more hour, with or without direction, and scour the back alleys and streets until dawn or until he found the wagons.

A vow he was about to make good on when finally the door swung open, letting in a frigid blast of winter air. The newcomer in the doorway had short flaxen hair and a mean scar on his left cheek, the puckered skin of which pulled his lip up into a perpetual, ugly sneer. He matched the description Connor had received exactly, and the assassin stood up from his chair so suddenly that everyone in the room stopped speaking to glance over.

The man at the door wisely turned around and bolted. Connor swore lowly in Kanien'kéha and took off across the bar after him, leaving behind him naught but a room full of people with something new to gossip about and a good deal more coin than he owed on the table.
naturallylazy: most of my credits have been lost on the changeover to dw (look up)

Lt Col John Sheppard | Stargate Atlantis | RESERVED | 1/3

[personal profile] naturallylazy 2012-11-20 05:30 am (UTC)(link)
Name: Ca
Contact Info: aim; n0tJesus plurk; menaceonkeys email; cltonabun @ gmail . com
Other Characters Played: n/a
Preferred Apartment: any room with Zatanna Zatara apping this same round ([Bad username or unknown identity: ”hexappeal”])

Character Name: Lieutenant Colonel John Sheppard
Canon: Stargate: Atlantis
Canon Point: 5.05 Ghost in the Machine
Background/History: canon | john
Edited 2012-11-20 05:30 (UTC)
naturallylazy: most of my credits have been lost on the changeover to dw (plain-clothes)

Lt Col John Sheppard | Stargate Atlantis | RESERVED | 2/3

[personal profile] naturallylazy 2012-11-20 05:31 am (UTC)(link)
Personality: John is your all-around American guy, he loves football and golf (playing the latter, watching the former), beer, pizza, and he's in the Air Force what kid doesn't dream of being a fighter pilot. Only he gets to take it to the next level; he even gets to fly a space shuttle one time, which had been a longtime fantasy of his though nearly getting burned up in the atmosphere of a distant moon hadn't been part of it. He's diplomatic, charismatic, a likeable guy. He's also a giant nerd, though he keeps these facts better concealed until he knows you a little. He took the MENSA test, scored pretty damn high, and never did anything about it, for instance. He's a master of any game that can be boiled down to math, like chess and tetris. And he's a huge Marvel geek, constantly siting examples from different comics or episodes to boost morale, though being that half his team is from the Pegasus galaxy and McKay likes DC better these often miss their mark. He likens himself to Spiderman, Mr. Fantastic, and many others over the course of the series.

Being that he possesses the ATA, or ancient gene, and much stronger than anyone else in the City even after they've all received the gene therapy (it's still only accepted in 47% of cases, and those who have the gene injected don't seem to have it to the same degree as those who have it naturally, anyway) he comes across as a bit of a 'Mary Sue' in the first season. He is “better” than everyone else, he reveals his own genius intelligence to Rodney, the smartest person in the City, his flying skills are unmatched, and the only man who outranks him dies from a wraith feeding pretty early on. John shoots him himself to avoid the nastier after-affects of such a thing, and instead of facing court-marshal he's promoted. This syndrome wears off into Season 2, but he never quite stops getting hit on by alien women. It's the hair.

When he was stationed in Afghanistan, he went against direct orders to cross back through enemy territory to try and save the lives of his team. He is unsuccessful and they all die, but himself, and he forever has a dark mark on his military record. This doesn't prevent him from gaining a very prestigious position as military leader of Atlantis, of course, but it also means they don't have to deal with his antics on Earth. John refuses to ever lose another member of his team, fighting tooth and nail and throwing himself in harm's way episode after episode. And even though Teyla and Ronon aren't even from his galaxy, he's taken his share of bullets for them (oh and shot them, too. But his mind had been compromised to where he thought he was back in Afghanistan.)

John was married once, to a diplomat named Nancy. We never learn all that much about her, but we do know he never intends to marry again. He's “not good at it” by his own admission. Whatever that means is open to interpretation, but he's claimed it was because of his Special Ops training that he “wasn't around enough.” This may be where he gets the inspiration for being so good with the locals of the Pegasus galaxy, but it's also in his character arc that he's growing; learning to compromise for the greater good. Stargate likes metaphors.

Atlantis becomes more of a home to John than Earth ever was. He's divorced, not in contact or in good graces with his family, and he doesn't really have anyone else. However, his team and expedition leader Elizabeth Weir become a “surrogate family” in Rodney McKay's words. Dr. Carson Beckett, the head of medical, also becomes close to him and his team, but he dies in late Season 3 much to the tragedy of this core group (especially Rodney). John is petrified of losing anyone else, and blames himself for any threat to his people's lives. That doesn't stop the Stargate writers from flagrantly killing off Marines under his command every episode. They're practically the “red shirts” of this galaxy. All John has in his quarters from home is an old Superbowl game on VHS and a Johnny Cash poster. Oh, and of course, his golf clubs. He sets up a putting green on one of the balconies of Atlantis, but of course it's just one giant water hazard.

He is a very curious soul, and even when he doesn't need to know everything, he wants to know everything. He has a natural thirst for knowledge that only grows stronger once he's stationed in Atlantis. Though he tries to deny it to himself, he wants to know more about the Wraith, and actually strives to work with them on more than one occasion. It's as if he senses early on that they are not what they seem on the surface: soul-sucking vampires who are implicitly evil. Unfortunately, despite all his working with Beckett on the retrovirus which turns Wraith human doesn't turn out as planned and he's once again faced with genocide. His own moral dilemma never interfere with his judgment in the heat of battle, however. At the end of the day he is always very much a soldier and will always do what needs to be done.

On the lighter side, John loves to be silly and joke around with his friends, when they aren't in imminent danger (not often, admittedly). Okay, and he also jokes around when they are in danger, just not as much. His pastimes are playing games with Rodney of all shapes and various mental aptitudes, sparring in the Athosian style with two bantos sticks with Teyla (he always gets his ass kicked), and trying to teach Ronon more about Earth. He's also a huge gossip!!! At least, with his team. They talk about boys and girls and their crushes like twelve year olds. John is just a twelve year old underneath it all anyway :(

The reason his family no longer speaks to him is that he joined the Air Force; the only thing he ever truly wanted to do. As a child he builds scale models of air planes and dreams of one day taking to the sky, though never in his wildest dreams did he imagine what he'd be doing today. He's only ever had himself to rely on, and the military offers him a degree of family he can't refuse. Even before Atlantis, he was always volunteering for suicide missions and throwing himself in harm's way, valuing others lives far above his own. They have people to return to, a life back on Earth (or Pegasus, as it were), and he'll be damned if his life is the one to stand in their way. It's luck or fate or perhaps even the City looking out for him that gets him through each scrape death-free, but part of him will always want to go out in a blaze of glory.

Despite all this talk of death and morbidity, he is overall positive, often imparting encouraging words at the zero hour. While he always allows Rodney enough time to conjure up a safer, scientific solution, at the man's failure he always has a tactical plan on the back-burner. His genius is evident in these moments, even when he himself doesn't seem to know what the plan is. The second he's under pressure, he comes through simply because he knows there's no other choice. John Sheppard does his best thinking under pressure, and often won't think unless you pressure him to. Not to say that his plans always work, more often than not they don't. But he's the only one brave enough to not accept death and failure when it's breathing down their necks, oftentimes.

He has a hard time admitting fault, or apologizing, though he'll do so in a heartbeat if it's necessary. He's highly competitive and often places bets with Rodney in their eleventh hour just to keep everyone jovial. He very obviously never collects on them even when he's right; it's merely a tactic for keeping himself and everyone around him calm. John is good at that, influencing his surroundings, both literally and more subtly. Though he's always running around doing stupid things, you can't help but admire the thought behind it, and that may be why he never gets in trouble (really) for any of the crazy stunts he pulls. Maybe it's because he's in another galaxy though after Season 2 it's only about a half hour travel time between Atlantis and Earth so we'll just assume Stargate Command on Earth is busy and therefore way behind on mission reports otherwise John would be in some serious shit like all the time. Or we could just chalk it up to science fiction TV show rules. Yeah. Let's go with that.

John is the kind of guy you know for a day and feel like you've known for a lifetime. He makes his positions clear, rarely lies though he does conceal, and is just such the typical fearless leader type you have to relate. But underneath all the posturing and Lieutenant Colonel there is a very real and very vulnerable man. He uses all these many layers of jokes and references and gruffness to hide how unsure he often is, and he does it well. He rarely loses confidence at face-value though he spends most of his life terrified. However, he would never ever let it hold him back. John isn't the type to let anything hold him back, not standing orders or an Act of God himself, not that John believes in the latter. At least the United States military is something tangible. If something doesn't jive with his personal ethics he won't do it no matter what. And first on that list is letting people die, as we touched on before.

He can be so oblivious, despite how smart he really is, often living up to the dense nature of the act he puts on. Naive too, especially when it comes to women. He never really 'flirts,' at least, not on purpose, and he finds himself in over his head more often than not. Especially being that he's not looking for a girlfriend!! Gosh. That being said he has a very hard time not becoming attached to people, and quickly, though when they die the soldier in himself is also quick to accept facts. When it's not his team, that is. When Elizabeth is dying in the Season 4 opener he is beside himself, and he nearly has a heart-attack every time Rodney's life is at risk, though he always denies it later.

Having been through his share of dream-sequences, or fake-memories, if you will, upon arriving in Haven he'll be insistent that it isn't real and also that his team is coming to get him. This won't stop him from integrating here or helping out, as we saw in the episode in which John spent six months with a village of Ancients hoping to ascend. He'll probably liken this experience to that one, being that he had to fight a giant invisible beast in order to keep his life while there. His vast experiences on Earth and in Pegasus will help him come to terms with this perhaps quicker than another person, and it is my hope he'll do very well in this setting. In summation, no one will be surprised when he seduces an alien princess on his first day without so much as breaking a sweat.

Abilities/Powers: As mentioned in the previous section, John possesses the ATA gene. Not that it'll do him much good here. He was trained in Special Ops, Desert Storm, but he has terrible navigation skills. One might even call him a Wrong Way Corrigan. His hand-to-hand is strong, even superior when it's a regular human one-on-one type scenario. The people of Pegasus, like Ronon and Teyla, have much more of a MMA background and while they try to teach him and he does improve, he's still nowhere near at that level. He is, however, quite knowledgeable in all sorts of weapons and tech, and he can backwards-program anything that has to do with numbers. He's a math genius, really, and his military mind is pretty keen as well. It's like he has the ability to see 12 steps ahead at all times. But really, his mind just works like that.

Obviously none of this is supernatural, he's just an Air Force pilot who passed a MENSA exam.
naturallylazy: (hungover!)

Lt Col John Sheppard | Stargate Atlantis | RESERVED | fin

[personal profile] naturallylazy 2012-11-20 05:32 am (UTC)(link)
Sample Entry:
McKay. Teyla. Ronon. Come in, this is Sheppard. I repeat, come in... Oh, for God's sake. They didn't really ditch me again, did they? At least I have you, radio-oh. Not my radio. [A crash is heard, it's from John throwing the given cellphone across the floor so the rest of this sounds very far away and he has no idea you can hear him.]

I'd really like some clothes! [he shouts to the empty doorway, giving the sleeping man in the bed next to him a dirty look.] Or at least, a powerbar...

This looks way too advanced for the Genii... no Wraith tech, nothing Ancienty. This looks like Earth. [Something about that seems to bother him.] And please don't tell me I'm doing that in-my-head thing again because this doesn't even look familiar so that wouldn't even make sense. Alright, John. Think about this. Start over... from the beginning.

[He's pacing, the padding of his bare feet against cool tile being picked up vaguely every time he walks past the fallen phone.] You were on M3—the planet with the monkeys. And then... let's skip that part, you're here now, and you'll get back to Atlantis if you can just. Think.

[But there was nothing between the flying monkey planet and waking up here.] I must've been stunned, and drugged... all my stuff is gone. But who would do this? Alright--

[A scraping sound as he picks up the phone begrudgingly,] I don't have time for this. Who are you and what do you want?

Sample Entry Two:
John knew only two things about this reality: he was going to blame his being here on one Dr. Meredith Rodney McKay, and he was going to escape no matter what the cost. He tried to clear his head of the fog the medication had left over his mind, taking what little cover he could as he worked his way down the corridor, his first mission: clothes. Food was up there on his priority list though, too. Just how the hell long had it been since he'd had a steaming plate of nachos? It was probably just the drugs, but he could eat his weight in that plastic cheese stuff right about now.

He went back to the moment he'd woken up in this place, that all-too-familiar feeling of coming to in an unfamiliar setting. Disorientation didn't even begin to describe what it felt like, and even while terror clutched his chest he'd known he couldn't stay in that room any longer—even if he wasn't any closer to answers wandering around alone in this hospital. Which was creepy enough without reminding himself of it. John made a face, his cheeks felt prickly and he couldn't stop thinking about jell-o, and those flying monkey things on the planet he'd visited a few hours before.

Was he meant to believe Atlantis had been some sort of dream? That the best five years of his life, even if they had been the weirdest, had up and vanished in the blink of an eye?

“I'm not buying it, that's just too convenient.” He shook his head; he had to keep moving. If he was discovered who knew what sort of horrible experimentation might commence. What if they had already implanted something in his consciousness? It was especially eerie considering what was waiting for him back in the City. His City. “I sound like Rodney.”

John had to laugh at himself, sliding down the wall as his head lulled back, exhaustion overtaking every inch of him. Maybe a nap wouldn't hurt, just a short one, to get his strength back...
losteveryone: (Default)

Carol Peletier | The Walking Dead | Reserve JUST ran out

[personal profile] losteveryone 2012-11-20 11:55 pm (UTC)(link)
Name: Emer
Contact Info: Plurk: servantgwen or PM me on this account
Other Characters Played: None!
Preferred Apartment: None!

Character Name: Carol Peletier
Canon: The Walking Dead
Canon Point: After the events of 02x07 where her daughter Sophia is revealed to be a zombie and shot.
Background/History: Wiki link for Carol Peletier
Personality:
Carol is quite a reserved, well-mannered and quiet person. Her personality in this sense at least is a lot different to most of the people in the camp that she finds herself in when the apocalypse hits. She is first and foremost an extremely kind and compassionate woman and will do anything and everything that she can to help people out in difficult situations that they might find themselves in. For example, she tries to break up a fight between Andrea and her husband Ed, receiving a slap on the facefrom her husband in response. Shane beats Ed up in response to this and Carol rushes to her husband’s aid afterwards. She seems completely distraught and apologizes to him over and over again. It’s clear she loves her husband, or at least did in the past but right now she’s more scared of him. She also always tries to think of the positives of a situation and she never gives up hope. Hope that everything is going to be okay and that the Lord will protect them in their time of need.

However, when it comes to her husband Ed she can become quite a meek and helpless person. She doesn’t tend to say too much when he’s around, possibly afraid that she’s going to say something wrong or something that he won’t like. He has quite a short temper and she’s extremely wary of setting that temper off especially around her daughter and the other members of the camp. As a result of this she is extremely protective of her young daughter Sophia. She tries to protect her not only from her father but also from the horrors and dangers of the new world that they seem to find themselves in now. This shows that she is an extremely dedicated and protective mother who will do anything and everything she can for Sophia even if she risks getting hurt in the process.

"This isn't right. You can't just keep us here. My daughter doesn't deserve to die." - Carol at the CDC

After her husband Ed’s death quite early on in the outbreak she becomes a lot braver and more confident in herself. In fact, while Daryl goes through each of the zombies with a pickaxe she stops his when he comes to Ed’s body. She takes the pickaxe off him and does the job herself, stabbing him multiple times. This is clearly a release of the anger that she’d felt for her husband building up inside of her for so long now. She definitely feels a lot more relaxed around the rest of the camp members and her smile which was almost never seen with Ed around shows much more often. She feels like she no longer has to hold back on anything and as a result of all of this she becomes a lot closer to some of the other people in the camp, especially Lori as theirchildren spend time together. Carol is also very religious and is a devout Christian. She often prays for the well-being of her daughter and the rest of the camp.

When Carol loses her daughter she is absolutely distraught and rightly so, Sophia was all that she has left in this world now. Carol never gives up hope that he daughter is still out there and neither does Daryl. As a result she becomes closer to him and she’s more than glad to have someone on her side when many of the other members of the camp want to stop searching for her daughter. He puts his own life at risk to try and find her and she’ll always be grateful to him for that.

"You did more for my little girl today than her own daddy ever did in his whole life" – Carol to Daryl Dixon

As time goes on however, her faith in finding Sophia starts to waver telling Daryl that they might now find her daughter and she doesn’t want to lose him too. She is able to open up more to Daryl even though he’s not exactly the most affectionate of people. When Shane releases the walkers from the barn and Sophia is in there she completely breaks down. Again this clearly shows how much her family meant to her. As a result she becomes more determined and ruthless when it comes to walkers as she’s shown in the S3 trailer shooting them herself for the first time.
Edited 2012-11-20 23:57 (UTC)
losteveryone: (Default)

[personal profile] losteveryone 2012-11-20 11:57 pm (UTC)(link)
Abilities/Powers:
Carol is just a human and doesn’t have any special abilities. Being a housewife she’s not exactly and expert in weaponry either but if it came down to it there’s no doubt she could find a way to protect herself. She’s an intelligent woman and a quick learner so it wouldn’t take her long to pick up a new skill if she has the right teacher!
Sample Entry:
[She pauses for a moment before starting to speak in her Southern accent. She feels strange speaking when she doesn’t even know who she’s talking to right now.]

I’m not sure where this place is or where I am. I’d appreciate it if someone could let me know what’s goin’ on around here. How did I end up here in the first place, last time I checked I was on a farm.

And there’s none of those walkers around here either. [At least none that she’s seen] It’s nice not to be scared of them all the time.

Thank you, Lord for delivering me to this place. I just hope that my friends are okay too….
Sample Entry Two:
Carol sits on the steps of Hersel’s house, looking out to the farm. She was grateful that they’d found someone safe to stay, at least for now and she’s also grateful that Hersel was able to save Lori’s son. But there’s something stopping her from being completely content with this situation. The fact that her daughter is still out there all by herself is never far from her mind and rightly so. She looks up to the clear blue sky before closing her eyes and praying to the Lord that Sophia is safe and alive. She remains like that for a moment her eyes closed but opens them after a while.

Looking around the farm again she spots Lori and her son Carl together. The smallest of smiles ghosts over her lips as she remembers how Carl and her daughter would play together like they didn’t have a care in the world. It was better then, when their children didn’t realize how serious the situation was that they’re in. She looks away from them both and her eyes settle on the truck straight in front of her. Shane, Andrea, T-Dog, Rick and Daryl were crowded around a map of the area, guns in their hands. They’re planning another trip out to look for her daughter. She’s glad to see it but she knows that they’re not going to keep looking for much longer, they’ve spent too long on it already.

She just hopes that they can find her before they give up on her. She’s not foolish enough to think that she’ll be able to find her daughter herself. She’d end up doing more damage than good. She’d probably get herself killed and then when Sophia came back she wouldn’t have a mother or a father to look after her…not that Ed ever looked after her in the first place. But no, the hope is still there inside her. They’re going to find Sophia, they have to.

“Please, Lord. Please let today be the day that you bring her back to me.”
naturallylazy: most of my credits have been lost on the changeover to dw (double rainbow)

Re: -> ACCEPTED

[personal profile] naturallylazy 2012-11-21 01:12 am (UTC)(link)
Ack sorry about that!
walkietalkie: (um... lee?)

Clementine | The Walking Dead (game) | not reserved! [part 1 of 2]

[personal profile] walkietalkie 2012-11-21 01:48 am (UTC)(link)
Name: Trace
Contact Info: plurk - tracetopia, aim - amxire
Other Characters Played: Lightning Farron
Preferred Apartment: None.

Character Name: Clementine (last name unknown)
Canon: The Walking Dead (the game, by Telltale Games)
Canon Point: Near the end of Episode 4, after her talk with Lee post-Crawford.
Background/History: her wiki.


Personality:
[ AS A NOTE, this game is one where you control the protagonist's choices and they affect later gameplay. As such, this will be based on my playthrough--as a general rule, Lee chose to be honest with Clementine, to do what she thought was best, to side with Kenny and his family through everything, and to save everyone he possibly could. Except Lilly, but she shot Carley in the face so fuck her. :| ]

A month ago, Clementine was an entirely normal eight-year-old girl. She went to school, lived in a sweet little two-story house with a fenced yard and a treehouse, and had two parents who loved her more than life itself. Now, two months into the mass-extinction and reanimation of all of mankind, she's finding everything she ever knew or believed being challenged or drawn into question. As such, a lot of the aspects of her character are currently in the process of change. Some are in the initial stages, and some are just about changed already. But if one thing's shown time after time throughout the four available episodes of the game so far, it's the fact that while things may be rough, she's adapting to this new world quickly and she's not going to let it take her down.

Let's start from the top, though, shall we?

☑ lee everett
Within the first twenty minutes of the game, Clementine's rescued by Lee, and she almost immediately latches onto him as a protector and figure of authority. Though she saw him kill her undead babysitter--the first time she saw someone dispatch a walker, no less--she could tell that he was at the very least a good enough person to trust to keep her safe, especially once he said he'd help her find her parents. Throughout the rest of the game so far, Lee rose to the occasion. He didn't have the slightest clue on how to take care of a kid, but he tried his absolute best regardless, always putting her safety first and taking her opinions into serious account. Really, Lee counts on Clementine as much as she counts on him. They're partners, despite the way the other adults sometimes side-eye him for how often he treats her like a grown-up rather than a kid, and it makes a world of difference. Besides just 'protected', Lee makes her feel trusted, respected, and useful, and through that he's won an inordinate amount of love and respect of his own. Because she knows he does his best to make sure they're equals, Clementine trusts anything he does or says or tells her to do. Lee is her hero, and as she's slowly come to realize, the only family she has left.

☑ helping others
One thing that's apparent from as soon as you meet Clementine is that even if she's scared, she will always, always help someone who needs it. It doesn't even need to be someone she knows, or someone she trusts. It's as if she doesn't realize that not helping isn't a possible option. The only exception there is if she know for a fact that they're a Bad Person (back to that in a bit), in which case she..... contemplates dropping hammers on their head, oops. Still, all through the game she's trying to help people, Lee or Kenny and his family or any of the others, or even strangers on the road (Lee helps one of them push their car, and Clementine's shoving with all of her weight even though she's really not doing any good--she's trying.) This is one thing that never changes, no matter how many hardships she goes through. She gets more and more cautious, but she never stops trying to help. Her first zombie kill, as an example, is to save Molly, a girl they met less than five hours prior. A relative stranger is worth shooting to kill for the very first time, just because she needed help. And whenever the adults are talking about a problem, she's always there with, 'Can I help?' or 'Do I get a vote?' and trying to help figure out the situation. It doesn't always work, but for an eight-year-old? It works a hell of a lot, all things considered.

☑ simplified world-view
When Lee first takes Clementine under his wing, her world-view is incredibly black and white. Did you just kill someone? Check yes or no. If yes, were they a bad person? Check yes or no. If no, that means you're a bad person, doesn't it? Whether or not a decision was okay wasn't based on whether or not it had to be done, but rather, whether or not the recipient of said decision was 'bad'. Right off the bat, she adjusts to the fact that killing walkers isn't the same as killing people. (In the very start, she sees Lee smash her undead babysitter's face in with a hammer. The first thing she asks is if he killed it, and his reply is that 'something else did'. Meaning she was dead before she even attacked Lee.) But then she's faced with much more complex issues to figure out how to feel about. Like finding out Lee's a convicted murderer. It's for killing a senator for sleeping with his wife (though we're never given the full story, really), but Clem doesn't know that. So it became, did you really kill someone, Y/N? Well... were they one of the monsters? No? W-Well were they bad? Yes, they were bad? Okay, then it's okay. She's actually incredibly understanding when she finds out, despite how dangerous it makes him sound. As long as he was a good guy killing a bad guy, she can forgive him, because in this world that just has to happen sometimes.

This black and white way of seeing things is brought sharply into question when Lee and Kenny dispatch of Larry, Lilly's father and a fellow group member, when he may or may not have died of a heart attack. (Lilly swore he was still alive, but Kenny said they couldn't risk being stuck in a meat locker with 200+ pounds of big angry walker, because Larry was a big strong guy and could easily overpower them all even in death. Lee ultimately agreed with Kenny, and they smashed Larry's head with a salt lick while Lilly screamed that he wasn't dead.) Clementine sees her Lee splatter the head of this man who Lilly swears is still alive, and Clem knows for a fact that Larry wasn't a bad person, just grumpy. This is almost outright traumatizing for her, because it's the first time she's introduced in any real clarity to the concept of, 'sometimes good people have to kill good people because it's the only way to survive'. It's the first time she sees something like that happen without the killer being a designated 'bad person'. All of a sudden, she has no idea what to think anymore. Lee's quick to talk her down from it of course, and after a bit she ends up saving their asses (she's the only one who could fit through an air duct, etc etc.), but that's a message that really sticks with her.

That black-and-white way of thinking isn't just in reference to who can kill who, though. It's revealed later that Ben, a teenager they picked up in early Episode 3, was responsible for the deaths of Kenny's wife and son. (By proxy--he angered the bandits, they brought walkers, the son was bitten.) Kenny flips out, enough that they have to vote on whether or not to even let Ben come with them. Clementine insists on getting a vote, and her vote is that Ben's her friend and 'we don't leave friends behind'. It's firm. Leaving Ben just isn't a thing that's happening. And earlier on in the story, they come across a car full of supplies. It's seemingly abandoned, but the motor's still running. Clementine is firm on the fact that they shouldn't loot the car, because what if the people come back?? That would be them taking food and supplies away from good people, in her mind. Thankfully, Lee backed her on it. The rest looted the car anyway, but Clem didn't feel so alone, standing back and watching with her hand in Lee's. This even extends to who she's friendly to. She has to beg Molly for Lee's life, when they meet, but as soon as Lee realizes it was a misunderstanding and starts introducing himself to Molly all casual and such, Clementine is totally chill with her because Lee is. She even waves and smiles when Lee introduces her.

☑ adaptable
Clementine may be just an ordinary eight year old in many ways, but one key difference is her profound adaptability. Instead of crying or trying to find someone else to protect her from the danger, she finds a safe place. Then, when zombie!babysitter is attacking Lee (a stranger, at the time), she helps him kill the babysitter because already she understands that it's not her babysitter anymore. Even if she doesn't know what it is. And when they have to leave her house (and quite possibly never come back), she does with only a little hesitation, even though it's the only safety she's ever really known. Throughout the game, she learns what to think of the walkers and how to handle them, what to think of people and how to handle them, how to survive, how to live on low rations, how to shoot a gun, how to strategize... Really, she's a perfect little girl in that sense. Everything Lee ever asks of her, she finds some way to learn how to do it. And sure, there are times when it's too much to handle, times when she breaks down and cries, but not a single person in the group would even think of saying that she isn't a productive member of the group, all things considered. This, I think, is a very large part of what makes her partnership with Lee a viable thing--she's learning to stop thinking quite like a kid, and in the process, she's becoming someone Lee can count on to legitimately have his back.

☑ sharp, intuitive
This is another thing that's shown from the get-go. While other children hid under their beds or with adults they trusted when the apocalypse hit, she grabbed food and a hammer and hid in her treehouse. And this was before anyone started teaching her how to survive. And really, her keen mind is shown all through the game, especially when you put her and Kenny's son side by side. She acts worlds older than him, despite being the same age.

As far as smarts are concerned, it's implied multiple times throughout the game that she's in the higher range of intelligence for kids her age. When asked about her classwork back in the first grade, she said it was really easy. Then later on, she's telling Lee about a guy who came to her house before Lee did, and how he tried to break in through the sliding glass door. Lee points out that the door was unlocked. Clementine grins a little and says, "He was dumb."

Beyond just smarts, though, she's actually incredibly sharp as far as social situations and even self-awareness are concerned. One of the biggest examples of the former is when they first bring Ben back to camp. Lilly's giving Lee hell for bringing home more mouths to feed, and Clem tugs on Ben's hand and says to come see what she drew. He looks to her, then to the two arguing, and he tries to object. Clementine just tugs a little harder and says, 'Just c'mon....' She wants him away from the people arguing over him so it doesn't stress him out or hurt his feelings. She's trying to subtly engineer that situation, a sort of awareness that most kids wouldn't have. As far as self-awareness goes, at one point Lee asks why she keeps her walkie-talkie even though it's broken. She says she needs it, that her parents might try to use it to find her. Lee knows how false this is, and tries to tell her, but he only gets as far as, "Look, Clementine..." before she says, "I'm not stupid, Lee. I know it's just pretend. But it makes me feel better." And that's a good enough answer for him.

(And this is just headcanon, I may be reading too much into it, but something tells me her parents never quite realized how smart she was. Whether it's because she sort of found her sharp mind in the wake of the apocalypse or whether they somehow just didn't notice it before, I don't know. You just hear her mom on the answering machine, and she's crying and saying to call the police, honey, (and slowly,) "That's nine, one, one." To an eight year old. Meanwhile, her kid's already got a mini-fortress up in a tree. I dunno, that just struck me as odd.)

☑ kind, friendly, lovable
Clementine is one of those kids that nobody can hate. She tries her hardest to be nice to everyone, to have a smile for anyone who needs it, to reach out to people she knows are hurting. She's also pretty good at seeing things from other people's point of view, and though she's never outright mentioned it, she seems to live by the golden rule and treats people how she'd hope someone would treat her. She's also polite whenever possible, and very rarely rude at all. She tries to avoid complaining, especially when it's something like hunger and she knows they're on limited rations. On top of that, she loves to make things for others! This is usually some sort of silly art project, but the thought's what counts, right?

As a side note to this, she's actually pretty touchy-feely once she cares about you. It doesn't take more than an Episode (a couple of days, ICly) for her to hug Lee whenever they're reunited, or to reach for his hand when she needs support.

☑ still just a child
Despite how mature she seems to be, she's really still just a child. She misses school, loves all sorts of art (drawing and chalk art and leaf rubbings and even just decorating things with stickers) to the point where she could sit and do art for hours on end. And hand the end result out to everyone she likes, obviously. She asks a ton of questions, be them simple or more difficult than she realizes, and she gets frustrated when the answers to those questions are fudged or softened. She's even got a mischievous streak that comes out when you least expect it. Like at one point, you examine a salt lick, and she tacks on, "But don't lick it! It's gross..." And Lee just looks at her for a second and says, "Did you lick it, Clem?" And she kind of looks away and says, "I dunno~..." Or at another point, she says Duck (Kenny's kid) is always blaming her for things. Lee asks, "Like what?" She says, "Like putting a bug on his pillow." And he pauses, then asks, "Did you put a bug on his pillow?" And she grins a little and says, "Yes."

Adversely, her age makes things a lot more difficult for her to handle sometimes. When Kenny and Lee have to smash Larry's head, she drops to her knees in a corner and slams her eyes shut and cries, "I don't wanna see!" And when it happens, she sobs, and even when Lee calms her down, she still curls up in the corner for a bit. I mentioned earlier how that was a sort of revelation moment for her, but still, she wouldn't have reacted quite so dramatically if she weren't just a child. When Duck ends up dying, that hits her pretty hard, too. She understands what's happening, but she just sits there with her knees tucked to her chest, and she barely answers Lee when he talks to her. She's tough and she tries her best, but when things get bad enough, she's still going to cry, still going to get scared, and she's not quite as good at hiding it as the adults tend to be.


walkietalkie: (Default)

[part 2 of 2]

[personal profile] walkietalkie 2012-11-21 01:49 am (UTC)(link)
Abilities/Powers: Normal little girl, but she has crazy-good gun accuracy for her age, if that counts for anything.
Sample Entry: this was a Dear Mun post I did from a slightly earlier canonpoint, if that'll work?
Sample Entry Two: Clementine's been awake for all of five minutes now, most of which has been spent tucked firmly into a bedsheet sort of tent-cocoon, and she's officially 1/2 convinced that she's been kidnapped. It'd probably be more than that, except this doesn't sound like anything she's heard about kidnapping before. Isn't she supposed to have her hands tied together? Isn't a mean man with a gun supposed to be telling her the bad things he's going to do with her family? Clem guesses he'd have to figure out something else to say, though, because she's pretty sure bad things already happened to her family and she doesn't know if the mean man would know to threaten to do bad things to Lee.

Where is Lee? Is he even okay? She's pretty sure she heard him sit down across the room before she fell asleep. He wouldn't have let anyone kidnap her. Not Lee. Did they hurt him to get to her?

That thought's enough to draw her out from under the bedsheet, and she peers warily around the empty room. "Hello?" No reply, but that just seems to give her confidence. "They're gonna be really mad at you, so you should take me back to the house, okay?" ....Still nothing. "Please?" Nada.

Clementine stands up to take a better look around, but she's already pretty sure there's nobody in here at this point, so when she speaks again, it's quieter and a little more dejected. "I said 'please'. That means you're supposed to listen." She knows he's not, though, if it even is a he. Nobody is. She's really just talking to make herself feel better at this point, like with--

Where's her walkie-talkie!? Immediately, Clem's feeling for all the pockets she doesn't have. Then she's back on the bed, digging hastily through the sheets and the pillows and there's still no walkie-talkie. Her brows dip a little, and she swallows hard to ignore the fact that she really is getting kind of scared. Lee doesn't know where she is. Not even she knows where she is. How's he ever going to find her in here?
eyeofthetiger: (fool in the rain)

Dean Winchester | Supernatural | Reserved

[personal profile] eyeofthetiger 2012-11-21 03:53 am (UTC)(link)
Name: Parsnip
Contact Info: jmcox1 AT gmail DOT com
Other Characters Played: n/a
Preferred Apartment: none.

Character Name: Dean Winchester
Canon: Supernatural
Canon Point: Season 5 , end of episode 18.

Background/History: Supernatural Wiki || Dean Winchester (Wiki) || Dean Winchester (Super Wiki) || Supernatural (Super Wiki)
eyeofthetiger: (text - salt and burn)

[personal profile] eyeofthetiger 2012-11-21 03:56 am (UTC)(link)
Personality: Note: I currently play this same character at Marinanova at Insanejournal and most of the app was pulled from that app albeit written slightly for conciseness.

Dean is a man that defies anyone to pigeon hole him because there are some things he’ll tell some people about, some things he keeps to himself, and some things others just instinctively know because they lived it with him. For instance, it’s a well known fact that he loves women. It doesn’t matter if you’re young, old, overweight or slim. It doesn’t matter if you’re a waitress at the local diner or an up and coming woman on the rise. He appreciates them, honestly, for exactly what they are and if he happens to get a little bit of sex out of them or a well deserved slap, well… He rather likes that too.

Just don’t ever let the girls say he doesn't know how to satisfy them. He may just have to prove you wrong.

Dean also likes his beer and his whiskey and he gets just a little bit offended when a certain someone (that’s Bobby for you) had the gall to hand him a soda… even if he is about to get behind the wheel of his car and drive. Hey! One beer doesn't put you over the legal blood alcohol level for driving, thank-you very much. Then again, Dean does have a small problem. You don’t not have a problem when you use cheap whiskey to drown out the screams of hell and all the men and women he’s tortured down there. Whiskey's good for that. Too bad the buzz never lasts and the voices return, louder, more bitter and mocking than ever before.

That’s your season four Dean.

Dean also likes being a good son. He's always walked like dad and acted like dad and he even dressed and liked the same music as dad. He was a good son, doing what he was told and sticking with the family trade. Heck, he even followed in his dad's footsteps both as a top class mechanic (Dean was able to rebuild his 1967 Chevy Impala from the ground up) and also as a Hunter.

It's not until later seasons that we see Dean grow into his own both as a leader (a real one, and not just happened to be older and assumed he knew more) and also into being confident about his decisions, good or bad because, in a word, they were his. It certainly works a hell of a lot better then his usual crazy mad dash into danger while hoping it’d all work out in the end. After all, a little bit of improvisation never hurt anyone!

… Usually.

Anyway, it’s a shame that as Dean grows a little bit older, a little bit more bitter, that it’s then that he finally realizes Sam is just like their dad and not Dean was just deluding himself. Whether it's a compliment or not, well, Dean won't say, but it does burn knowing that the person you always looked up to, the person you always wanted to be was, well… never yours to become.

Funny how that life likes to kick you in the ass.

Dean is also an older brother. When he says something, he expects Sam to take it at face value because older brothers always know best. Some of this is because as a child, Dean wasn't a good older brother. He'd leave Sam alone for hours at a time just because he got tired of being cooped up in a hotel with nothing but salt on the windows and a shot gun by his hand.

You get tired of taking care of the baby, especially when the baby was the reason mom was burned to a crisp. Dean didn't really hold this against Sam, but his happiest memories are the times he spent as a family, both with mom and growing up. It was family that drove him. It galled him to know Sam's happiest memories were the times he 'got away' from the family and the family business.

How would you take finding out your heaven would have been Sam's hell? Of course, running away from angels and finding out God doesn't care is enough to force that issue to the side. There were always more important things to take care of. There always were.

But Dean did become the good son, looking out for Sam, and he hated seeing Sam get hurt or beat-up. Each time he did, Dean wanted to rip out the throat of whoever did it and trust me, Dean could do it. Family looked out for family. If there was any beating up to be done, it was going to be with each other. And it was. Neither Sam nor Dean are afraid to throw punches at each other although in so many cases it was because they were forced to do so by one supernatural means or another throughout the show (possession is good for that).

But for all that, for all the arguments, all the pain, all the doubt, they're family and that's what drives Dean through and through. You stick by each other until the utter, bitter end.

Abilities/Powers:

Trained in hand-to-hand combat by an ex-Marine (aka his dad) and has gained approximately 10+ years of experience in fighting off demons and the many ways in which to kill them. He’s memorized various spells and chants to aid in his work such as how to draw a demon containment circle, angel relocation blood spell, and the Latin chant for exorcising demons.

Dean is also skilled at forgery, hustling, hand-to-hand combat, emergency first aid, a decent marksman, lock picking, and charming the girls. He’s also well versed in movie and classic rock trivia. An excellent mechanic.

Sample Entry:

+ One of my more recent threads at Marina
+ One of my earlier threads dealing with Dean’s more personal issues.
+ One of Dean’s earliest threads coming into Marina – shows how he deals with non-castmates.

Other threads can be found here.

Sample Entry Two:

It was surreal, walking through the streets of Haven. No electricity, the creeps that bump in the night. At any moment, he fully expected the zombie army of the apocalypse to come running out of the darkness to tear him limb from limb. He’s seen it all happen before.

Lucifer and his own double had ratted him out, the fink.

But still, he waited, leaning against the crumbling edge of a building as the few stragglers that had come into the world just like him lumbered by, silent and on edge just like he was. It was enough to make a man never want to go to sleep and he didn’t really sleep.

But hey! Better out here then stuck in that hole of a room waiting for some idiot to stab him in the back. He knew how this worked. He’s done it himself. But what he really wanted to know is where was Haven and why the hell couldn’t he get out of here?

Honestly, more than the creepy Croatoan vibes floating around, Dean was starting to think this was Azazel’s game all over again but this time, it was Dean stuck in the middle of nowhere and forced to fend for his life amongst all the other crazies. And if he was, well, he’d just have to disappoint them all because he was going to play for keeps and get himself the hell out of there.

He had to. For Sam, for the sake of the world, and maybe just a tiny bit for himself.
lonewolfed: (2)

noble six | halo | reserved

[personal profile] lonewolfed 2012-11-21 02:40 pm (UTC)(link)
Name: Noah
Contact Info:
[email] nostalgicnoah@gmail.com
[plurk] cookierobots
[aim] noahofdreams
Other Characters Played: Ada Wong ([personal profile] womaninred) | Lisa Garland ([personal profile] sameasthem)
Preferred Apartment: None

Character Name: SPARTAN-B312, Lieutenant Amanda-B312, Noble Six (for purpose of tags, Noble Six is preferred)
Canon: Halo
Canon Point: Halo Reach; Lone Wolf campaign
Background/History: Wiki
Previous Game History: None
lonewolfed: (14)

[2/3]

[personal profile] lonewolfed 2012-11-21 02:41 pm (UTC)(link)
Personality:
”I've seen your file. Even the parts the ONI censors didn't want me to. I'm glad to have your skill set, but we're a team. That lone wolf stuff stays behind.”

Removed from Beta Company right after training, Noble Six was primarily allocated for solo stealth ops. The time under this mindset, Six developed a lone wolf tendency, as she would refrain from working in groups when given the choice. In the battlefield, Six is calm, quiet, and extremely deadly. She has no problem eliminating a target, rarely dwelling on her actions in active combat. Six gets the job done under any circumstance.

Six is a bit of the quiet type. While she can be stirred into conversation, at most times they are initiated by someone else, and her responses are concise. She speaks like a soldier: respectful to superiors, keeps on topic, and makes sure to relay all useful information.

Under a squad for the first time since training, Six has had to adapt to the change in dynamics. While she does still tend to go solo, Six is still a soldier as well as a rookie to the team, so she will never step outside her direct orders. When instructed to stick with a partner, she does, and when it becomes necessary to separate, she regroups as soon as physically possible. Because of the new team dynamic, she remains quiet and listens to her superiors, hardly ever chiming in while the group is in discussion and is hardly ever seen giving orders. While she technically outranks several of her teammates, they are more experienced in how their team runs, and Six recognizes that seniority. She’s confident in her abilities, but the ability of one soldier means nothing if they cannot function in the unit they’re assigned to.

Not to say she holds no command authority. When placed in charge of a UNSC infantrymen squad, Six leads her team best to her ability and the situation at hand. She does her damndest to keep who she can alive and on target, and she would take the bullet before letting anyone else.

"I aim to please."

Most of what humanity lies outside the soldier reflects in how she interacts with other people. Despite the imposing presence for most normal people, Six cares for the people she has been brought in to protect, as she will assist and/or comfort both civilians and soldiers. When separated from the team, Six readily helps evacuate New Alexandria before she can make contact again. In a matter of a few days and many life-or-death situations, Six forms bonds with her teammates, more notably her friendship with Jorge-052. They share banter and a connection in their desire to help people. She’s a rather good listener, and seems to be more curious about other people’s stories than telling her own.

"Sorry I came alone."

After Jorge sacrificed himself, Six is notably distressed, keeping hold of the soldier’s dogtags and checking several times to make sure she still has them. This feeling of loss and inevitability multiplies as the rest of Noble Team fall one by one. Soldiers die; that is the truth of war, as well as there is a time and place to grieve them.

Most notable is Noble Six’s courage. When the time comes, Six is ready to make the ultimate sacrifice to do what is right ensure the safety of others. Even though she is given the chance to evacuate, Six stays behind on Reach to take Emile’s place on the Mass driver to give the last shuttle cover. At this point, Reach was lost, and there would be no rescue, and Six was fully aware of this. And yet, she chose to make her last stand.

”…But you belong to Reach. Your body, your armor—all burned and turned to glass. Everything... except your courage. That, you gave to us. And with it, we can rebuild.”

Abilities/Powers:
"Hyper-lethal... there's only one other Spartan with that rating."

Recruited into the SPARTAN III program at a young age, Six is a bred soldier. Unlike their SPARTAN II counterparts, SPARTAN IIIs were produced on a massive scale by taking in less genetically specific children as cheaper and more expendable troops. Six, pooled from Beta Company, received the same training and bio-augmentation as the 300 other recruits. The augmentations greatly improved Six in almost every attribute: skeleton became virtually indestructible, increased muscle density, color sharpness increased, and improved reaction time. These same augmentations put her at a height of 6’9”.

Removed from Beta Company immediately after training, Six went on to improve her skills further under her superior, becoming “his personal grim reaper.” An efficient assassin, Six is highly proficient in a number of firearms, as well as skilled in hand to hand. Six also received training as a pilot, taking part as a test pilot for the Sabre Program.

She is also equipped with the MJOLNIR Powered Assault Armor Mark V with the Mark V[B] helmet, dark grey shell coating. The Mark V is standard issue of Noble Team, providing several layers of protection, pressure sealing, force-multiplying and reactive circuits that amplify the natural physical abilities of the SPARTAN, and is powered by small fusion reactor.

For the sake of limiting, most of the systems that are connected to the onboard computer found in the helmet will be offline. This includes the HUD, filters, air supply, thermal and motion sensors, communications, solar-powered lighting, and imaging and video gear. Only the sensors that create the neural links that allows suit to move will be functional.
lonewolfed: (9)

[personal profile] lonewolfed 2012-11-21 02:42 pm (UTC)(link)
Sample Entry:
[Video clicks onto someone that, quite frankly, looked far from a person. Frankly, Noble Six wasn’t entirely concerned about making an impression as she was getting the phone to actually work. Big hands and small devices don’t always mesh well.]

UNSC command. This is Noble Six. All comms are down. Attempting a hail through an unknown open channel. Do you read?

[Still nothing. Six expected as much; this radio looks incredibly ancient, and without any transmitter towers, there was no way this thing would clear the atmosphere, let alone reach Command from unknown coordinates.]

Civilians receiving who have not been evacuated, confirm your status. I need any vital intel that can be provided about this city, priority on anything concerning Covenant presence.

[Closing the channel quickly, just in case of tracking. If she was lucky, no one would receive the call. If this Haven was still on Reach, anyone who wasn’t gone by now didn’t stand a chance.]

Sample Entry Two:

Spartans never die.

That phrase, she first heard it in training. It was drilled over and over while legends continued to be born.

If this wasn’t death, Noble Six had no other explanation to what was going on. The Covenant, elites closing in hard and fast with no end to their numbers in sight. Bullets whizzing past her head. Their strength pressing against her own. That was real. That was the world Six knew and fought for.

But this? Waking up in a bed in a deserted city? What had been reality only flashes of memories?

Six put her hand to her head. She…she must’ve been knocked out, and someone must’ve dragged her here for medical support. Some civilians who didn’t make it off of Reach perhaps? Her attention turned to the window, her eyes quickly gathering all they needed to. The cityscape was very old fashioned: architecture was completely different than what she’s seen on Reach, or any colonies for that matter. What was familiar was the state the city was in. Definitely looked like an attack, old enough for the dust to settle.

Haven…
Edited 2012-11-21 14:43 (UTC)