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


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

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


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

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

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

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

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

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

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

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

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

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

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

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

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


To apply for an original character, please fill out this form:
ill: (Default)

dirk strider | homestuck | reserved

[personal profile] ill 2012-11-26 06:38 am (UTC)(link)
Name: Kid.
Contact Info: aim = steelcurses, [plurk.com profile] ammunition.
Other Characters Played: N/A.
Preferred Apartment: None.

Character Name: Dirk Strider.

Canon: Homestuck.

Canon Point: [S] Dirk: Unite.

Background/History: Meteors and machines and chaos oh my.
ill: (Default)

[personal profile] ill 2012-11-26 06:39 am (UTC)(link)
Personality: There's a lot of ways one can describe Dirk Strider. He himself likes to make it colorful: a "master of mythologue", "renaissance ninja", "pantheonic ironicist", "gangsta logician" - just to name a few. Meanwhile, most other people would probably sum him up with "kind of weird". Not like Dirk particularly cares about labels, though. Who wants to box themselves in with a few descriptors? Definitely not this guy. Be it his interests, his sexuality, or even where he is at whatever point in time, Dirk's not one to limit himself to one definition in any way. He'd rather do what he does and enjoy it, because as he puts it himself, everything he does is dope.

Which is a good indication of his ego. Dirk's not someone to go around bragging, but when asked, he will assert that his interests and the things he creates are awesome. For sure. That same self-assurance is exercised in the way he speaks to his friends - as if he knows ultimately what's best for them. How accurate that actually is is debatable, but Dirk himself thinks he can act as a guide, a leader behind the scenes. He sends sparring robots to have matches with Jake, insists Jake go out into the danger of his own island in order to toughen him up, watches after Roxy and makes it his job to keep her safe on their dream planets, and later assists Jane in launching her game session (while arguing with his own auto-responder, which is, in short, a digital version of himself, on how to handle the situation properly).

Dirk is someone on the intellectual side, showcasing his extensive vocabulary in every-day conversations with his homies. He's into a lot of pursuits: studies history for fun, builds robots from scratch, makes up rap lyrics in his spare time. And there is a hell of a lot of spare time when your planet's ruled by an evil overlordess, a fact that Dirk doesn't seem terribly daunted by, considering he's not made one mention of their fucked-up living situation so far.

In that vein - Dirk appears to be a pretty hard person to scare. Literally every curveball he's been thrown so far has been handled smoothly and calmly. When he's talking about something dire he presents it more factually than anything else. And it's not just talk - when confronted with a sudden, unexpected enemy out of nowhere, he simply reacts quickly and doesn't appear surprised in the slightest. When his friends unexpectedly appear in the midst of a clusterfuck, Dirk is very quick to put a plan in motion and rescue all of them in one fluid set of actions. This plan also involves him decapitating himself. Which he does. Without any hesitation whatsoever.

Emotions are a thing Striders are notorious for hiding, speaking of. There's little indication of Dirk feeling much of anything thusfar aside from vague annoyance or amusement. He's reactive, mainly, solving problems as they come along and just sort of doing his own thing until someone or something bothers him. This isn't to say he's actually emotionless and that he doesn't feel things. He certainly does, he's just trained himself not to show them for the most part. An interesting note is that he and Roxy's living conditions are hundreds of years in the future compared to Jane and Jake, and yet those two had no idea of their friends' statuses until they were told. Dirk just isn't a guy who reveals these sorts of things, despite his planet being a terrifying place.

Dirk seems to be pretty practical. In [S] ACT 6 ACT 4, while his friends have made a bunch of new clothes, weapons and accessories, Dirk has apparently only made essentials for himself - new shoes, a gas mask for breathing on planets filled with krypton and xenon, and a utility belt. He seems a bit strict with himself in this sense, trying not to go overboard with anything and lose his chilled-out demeanor. But often, this comes off as him being stick in the mud when he's focused on something he considers serious. He wants nothing to do with Roxy's flippant behavior regarding the game, and he doesn't like Calliope's cagey way of telling him info. At the same time, he seems to think he's someone who can figure everything out and will get things done even if none of his teammates care "as much". Again, this relates to his thinking that he knows what's best for everyone, and again, the reality of that is dubious. But even with how tight his ass might get in certain situations, Dirk, overall, has an pretty laid-back sort of stature. He'll slip in wordplay and sarcasm and poke fun at his friends, he entertains Caliborn by scribbling ridiculous porn for him. Dirk isn't a complete stiff buzzkill, despite sometimes coming off as one.

At heart, he's a good person. He cares deeply about the few friends he has - by "looking after" or "training" them or whatnot - and seems to react to others in an honest, direct manner, though rarely too dismissively. Dirk appears to have an empathetic side, owning a tiny pet horse and allowing seagulls to walk all over the prized turntables in his room, and while the machines he makes end up in death matches with him more often than not, at the same time, he seems to hold a degree of respect for artificial intelligence. There's also evidence he might be a little lonely, which is something he'll never drop hints at, but it's made obvious in his introduction. He builds robots, creates a virtual clone of himself to converse with and develop, and cuddles with a puppet he's come to view as a guardian. The kid has some issues.

On the point of flaws, Dirk is not perfect. He has a strong desire to control what his buddies do and the situations around both himself and them, even going so far as to assure Jane that while she's the session's leader, he'll be pulling the strings. And while all of Dirk's schemes may have come into fruition in canon, but he does seem to bite off more than he can chew and is very overconfident in his abilities. This pretty much guarantees a fuck-up at some point, given that he's just a teenager. He's been called out on his constant multitasking as it distracting him (Dirk denies this), which manifests as part of one of his plans being almost ruined by an enemy sneaking up on him. Socially, Dirk is quite inexperienced, for all of his lack of insecurities. He's only interacted with four human beings in his life, barring even real-life interaction until very recent events.

Overall, Dirk is a lot of contradictions, yet somehow manages to keep a certain air about himself. Which is contradicting in itself. It's sort of hard to pin him down with just a few facets of personality, and that's just how he likes it - avoiding labels 'til the end of days.

(no subject)

[personal profile] ill - 2012-11-26 06:40 (UTC) - Expand

Re: -> RULE CHANGE REVISION

[personal profile] hearticulate - 2012-11-26 22:36 (UTC) - Expand
wytchkkrafts: i love dani btw. (Default)

roxy lalonde | homestuck | reserved

[personal profile] wytchkkrafts 2012-11-26 07:31 am (UTC)(link)
Name: annabelle
Contact Info: ( aim ) tsunabelle | ( plurk ) hoodies
Other Characters Played: n/a
Preferred Apartment: n/a

Character Name: roxy lalonde
Canon: homestuck
Canon Point: after this convo!!!
Background/History: wiki
wytchkkrafts: i love dani btw. (Default)

[personal profile] wytchkkrafts 2012-11-26 07:34 am (UTC)(link)
Personality:

It is easy to say that Roxy Lalonde is a girl who likes to flirt, drink, types tipsy all the time, and call it a day but Roxy is much more than that.

On the outside, she can be viewed as a laid back fun loving girl who chooses the easy way out of things. She would much rather show only the smallest acknowledgment of the terrible situation around her but still approach it in an easy-going manner. It is in this way that it is actually pretty hard to tell whether or not she actually cares.

Spoilers: she does. She understands her situation very well and she is constantly thinking about her problems quietly.

Drinking almost all the time, Roxy has fallen into the habit of underage drinking and typing tipsy in her text. However, in reality she can be argued to be more sober than drunk. As shown during her time in the void, she had no problem hitting her attacker and fleeing in the right direction. No drunk can be that alert. Jane also told her that she couldn’t possibly be that drunk if she can type the same thing five times in a row without fail. This is most likely true, since comparing her logs with Jane to one with Dirk, we can see that she doesn’t typo as much when speaking with the latter. It could almost be said that she uses her drunkenness to get away with things, putting her at an advantage during a situation so she can do things by her own pace. It is her way of creating a veil to hide under and perhaps a way to ask for sympathy points. Because Jane doesn't believe a lot of things Roxy says, she can only pass them off as jokes and even lie about her mother. She doesn't really have much of a choice when in reality she is dying to spill everything about her life in the future.

She would also rather make sure things stay lighthearted, not wanting anything to get too serious because she would rather indulge in good feelings instead of the negative ones that surround her. This is partially why she drinks, and why when she has something to say, she doesn’t always say it directly if she can slip it in-between a typo or innuendo. It isn’t to say she doesn’t, since her remarks can be rather blunt when she wants to go straight to the point, like when she told Jane she had to make her move. It just depends on the situation. If she really had to, she would even use passive aggressive means that wouldn’t be taken to heart due to the fact she is ‘tipsy’. Really, she can get away with a lot of things this way.

She’s been seen to flirt with just every boy available to her in canon. Besides Jake and Dirk, this includes drunken role playing with the AR and telling Jane that her dad is hot. All of this isn't actually meant to be taken seriously, and it all is really just fun and games. It's hard to tell who her real love interest is, or whether or not she actually wants a boyfriend. She just likes to go with the flow with things and flirt with every boy until the right one comes along. However in the end she seems to be "always the bridesmaid and never the bride" as she pushes both Jane and Dirk along with their love interests, and understanding that Jake English is indeed someone that is off limits for both of their sake.

As for hobbies, Roxy is shown to have an interest in old school video games, as she has multiple game consoles in her room. She also loves wizards and even writes some fan fictions for them, perhaps inspired by her mother’s work. Besides this, she has also dabbled in sciences like ectobiology, dark fenestrology, and appearification that she is rather great at-- This just means cloning, transportation, and making things appear in simpler terms. She also loves cats, which can't just be proven by the fact she has a TON of cats in her lab but also by her tendency to preserve dead specimens—all of which are feline. It has also been shown before that she just can't stay mad at a cat.

As loyal girl, Roxy will always try to do the best she can to please her friends because her friends mean the world to her. Still, her methods aren’t always the best and can be argued to be more motivated towards self-interest. Though, not all of it is. She seems to tip between a selfish and selfless scale most of the time. She can be extremely impulsive and reckless as long as it gets the job done, but in reality she only means well and wouldn’t want to hurt anyone on purpose (i.e. when Roxy blew up Jane’s computer.) She cares a lot for her friends, and can also be rather thoughtless about the things she does, yet thoughtful at the same time. She can also be pretty immature. This can be seen when Roxy tells Jane to confess or else she was going to FUCK HER SHIT UP. Again, good intentions, but maybe not exactly the best way to go about it.

In being flirtatious she can also appear rather loose in her actions. This is from her drunken composure and her sexual innuendos that she has no shame throwing around. It is because of this that Dirk seems to be more her caretaker than her friend. She relies on him a lot, but by doing something like this her cleverness can be disclosed and underestimated. So when she does do something that is reckless and manipulating, no one actually has the heart to put it against her. Jane even feels guilty for what had happened when Roxy was the one that blew up her computer so recklessly.

Another thing about Roxy is that while she humorously considered herself "Robin Hood" because of her God tier title, her mindset and actions are not far off! The Carapacians that Roxy takes care of are not her responsibility, but she does feed them whenever she can ( from her appearifier which basically makes whatever she wants appear if she puts her mind to it. it's not 100% accurate but it works. and yes, she "steals" pumpkins ). This exhibition can also be seen when she rounds up the people while everything was on fire and she was in some sort of danger. She was willing to put herself in harms way for others when she could have just left them to fend for themselves. She's a girl with a big heart!

In conclusion, Roxy is just a normal teen girl who indulges in alcohol because she uses it to cope with her life. If it weren't for all the conspiracies she has to go against, as well as the Batterwitch, she would probably just have been nothing more than a witty, fun-loving teenage girl. She goes about her time casually because it is what she wants. She has a good control of her situation (or at least she seems to think so) and she is insightful towards things, even if she can still be rather immature in how she goes about her situation. So don't be fooled; she's one smart cookie.

(no subject)

[personal profile] wytchkkrafts - 2012-11-26 07:37 (UTC) - Expand

Re: -> RULE CHANGE REVISION

[personal profile] wytchkkrafts - 2012-11-26 22:53 (UTC) - Expand

Re: -> RULE CHANGE REVISION

[personal profile] wytchkkrafts - 2012-11-26 23:02 (UTC) - Expand

Henry Mills/Once Upon a Time/ Not reserved/ SPOILERS

[personal profile] theboywiththebook 2012-11-26 04:04 pm (UTC)(link)
Name: Chris
Contact Info: christhehost@hotmail.com, christhehost - plurk
Other Characters Played: None
Preferred Apartment: None

Character Name: Henry Mills
Canon: Once Upon a Time
Canon Point: Season 2, Episode 8. When he goes back to sleep to tell Aurora about the ink.
Background/History: Story
Personality: Henry is very bold and is always willing to break or bend the rules when he feels it is necessary. Examples of this would be when he ventured out of Storybrooke on his own to find his birth mother and stole his teacher’s credit card to fund said expedition to see his birth mother. This all stems from Henry having lived with Regina, his adoptive mother, who he never felt really loved him. But also because Henry wishes to change the situation he is in. Having lived with Regina, someone he felt always emotionally neglected him; he wanted a better life for himself and went as far to find his birth mother to begin that change. In a sense breaking the curse on his town is also shows the significance of what he wants changed. Since Storybrook was the place where no happy endings could happen because of the curse Henry wishes to break that curse so the happy endings may come back; in doing so this would allow him to have the change he wants to his life.

Henry also has a firm belief in what good and evil is. This due to the influence of the story book Mary Margret gave to him. With these firm beliefs he sees Regina as evil being capable of anything. This would be due to the fact of his complicated relationship with Regina and the storybook showing Regina what she had down in the fairy tale world. In this belief he also has an extremely caring nature towards others as he wishes for the curse upon Storybrooke to be broken from the queen’s evil curse. At times when it was essential Henry has told Emma that no one could leave the town in fear that something terrible could happen like with Ashley, Ava and Nicholas.

Henry has a strong belief in magic and the power of happy endings. Since he is a child this allows for these views to stay with him but is grounded into him because of the storybook. He is very outspoken about his views and his opinions. When his mother continually tells him that there is no curse, Henry continually stays strong in his belief and tells her otherwise. Even with Emma who is a hardcore realist Henry doesn't falter on his belief of fairytales being real. This however usually earns him a bit of criticism as most people tell him that he’s just making it up. Usually when this happens Henry becomes very defensive in his stance about the town being cursed trying to convince those who don’t believe him. This makes him very sensitive to being called crazy as he knows he is not. However if he is pushed far enough Henry will go out and try and find proof for his story. This has led to him going into an abandoned mine when his therapist had outright called him delusional.

Henry is very idealistic as he believes that Emma (someone who does not believe in Fairy Tales or happy endings) will be the one to save Storybrooke. With this belief in Emma who doesn't believe in magic makes him very optimistic as he has yet to stop believing in her. He has a strong faith in her and those who are willing to help break the curse. Even if people do not believe in him, he is willing to believe in those he loves and trusts no matter what. This even leads him to being a very brave boy for his age. Since he believed so strongly in Emma, he was willing to eat a cursed apple turnover Regina had given to Emma believing Emma would save him. His naivete gets the better of him though. Since he is so young he fails to grasp sometimes the seriousness of the curse until something bad happens. Like with Graham he had not realized how dangerous with trying to break the curse was until it was too late.

Henry is also very persistent in what he does. He will not give up on what he believes in no matter what, even if people tell him he’s wrong or crazy. However like any little boy he can become discouraged wondering if what he is doing will actually help anyone. When Graham had died Henry was unsure if that he should even continue trying to break the curse. But because of his faith in Emma he can continue to preserver no matter how hopeless a situation may be.

When he becomes worried his hope and faith begin to waver. When Emma and Snow were possibly sent into an airless void that was once the Enchanted Forest, Henry constantly worried that they were truly dead. He's still only human after all and sometimes he does need to see and hear to believe. But his faith is easily restored by the one's he loves offering him reassurance, like David did constantly.

Abilities/Powers: Henry's described as being a very bright kid. He can ride a bike too. He's also been known to be quite sneaky, able to hide in Emma's car without her realizing it and being able to get out of the house without Regina knowing. Other than that he has no discernible abilities. He's been seen sword fighting with his grandpa and seems to be capable at least wielding a sword, even if it's wood.


Sample Entry: 1st person sample
Sample Entry Two: Henry had been here for only a week and he had already been trying to figure out how this world was pulling everyone in and what the people who were running Haven were actually doing. After all, they were saying they were safe here, but was that the truth? If so, they seemed to like putting people here through a lot. Seriously, Henry didn’t trust them, but, that could be said for more than half of the population here. In any case, Henry had been exploring any abandoned buildings and the subway whenever he could, because there was the possibility of finding something, some sort of clue.

Today he had sneaked out again to try and find an answer to get back home. But, more importantly, trying to find something that could help him get to Emma, or, get Emma and Snow White home. The thought first came to him after the first day of arriving here. If this place or whatever could pull people from their worlds, why couldn’t it help him find Emma? His family had only been together just for a few hours after the curse was broken, only for them to be torn apart again.

But, he had to be strong now. None of his family was with him now and he had to try and find a way back to them on his own. He could do it; he just had to keep his hope up. Good would win in the end, no matter what; it just needed some help. The help a little boy could and would offer. Determined to find a way back, Henry began to explore Haven once again. If he couldn’t find anything today, he would try again and again and again until he found something.

He wasn’t just doing this for himself and his family however. He was doing this for everyone in Haven. They were here for a lot longer than he was and they didn’t deserve to be stuck here. It was like Storybrooke all over again; being taken from their homes and happiness and being put through this. Maybe if he was lucky he could find a potion of true love, like the one Emma had tried to get to save him. After all, true love’s magic transcended all realms. So maybe, just maybe if he could find something like that he could help everyone get one step closer to beat these bad guys.
squirrelhunter: (Default)

DARYL DIXON | THE WALKING DEAD | RESERVED

[personal profile] squirrelhunter 2012-11-26 05:21 pm (UTC)(link)
Name: Leon
Contact Info: E-mail / AIM: Blaze0010 / [plurk.com profile] youngflamelion
Other Characters Played: None
Preferred Apartment: None

Character Name: Daryl Dixon
Canon: The Walking Dead [TV]
Canon Point: 02x05 - "Chupacabra"
Background/History: History
Personality: Daryl Dixon can be often filed under "R" for "Redneck." He often seems to match the general stereotypes. Crude, insulting, racist, sexist, homophobic and a blatant disregard for the rules, authority, and, at times, general decencies. This mostly comes from the fact that he was born into a Southern American redneck family, somewhere in Georgia.

His childhood was a difficult one. Daryl's father was a neglectful drunk, leaving his upbringing to his brother, Merle. Merle taught Daryl to share his beliefs, and constantly attempted to toughen him up by being abusive and violent.

Merle himself was often absent, being sent into juvinile detention insititutions. This meant that Daryl often had to fend for himself, especially with his father neglecting him. A key example of this is when he got lost in the woods for nine days alone. He survived by eating berries, eventually finding his way home. Merle and his father never even noticed him gone. Due to this, Daryl is usually seen as a lone wolf type, preferring his own company over others.

In threatening situations, like his brother, Daryl quickly resorts to violent, threatening behaviour over all else, often subscribing to 'shoot first, ask questions never'. However, in contrast, he is much more level-headed and rational, often stating the truth about a situation, even if it isn't popular.

Daryl is an expert tracker and huntsman. His weapon of choice is a crossbow, with which he is often deadly accurate with. This stems from having to fend for himself, likely having to hunt for his own food most of the time, and spending most of his spare time in the woods. He knows the woodland around Georgia like the back of his hand.

After the event that created the Walkers, herds of the living dead, craving live flesh, Daryl is the main huntsman for the group, often spending hours away from the main camp fending for himself and hunting animals to help feed the others.

He's shown to have a caring, compassionate side, also. When Carol's daughter, Sophia, gets lost in the woods after a Walker attack, he's determined to find her at all costs. He goes out alone, trying to pick up her trail, and trying to keep spirits high about finding her. He constantly brings back items to help keep Carol's spirits lifted, such as a Cherokee rose and Sophia's doll.

Due to this, Carol thinks very highly of Daryl. When he was out looking for Sophia, he halluncinated Merle saying that the others thought he was nothing, a waste of space, and didn't care about him at all. The hallucination was Daryl's own subconcious shoving everyone away. Carol disproves this, because when he gets back to the farm where the others are staying with Sophia's doll, Carol brings him dinner, saying that he'd done more than anyone to help find her daughter, and even kisses him on the forehead.

Daryl butts heads with Rick Grimes. He sees Rick as the man responsible for his brother going missing, Rick being the one who handcuffed him to a roof and left him there. Despite this, he still follows most of Rick's orders, and still seems to respect him on some level, even though he still fully expects Rick to shoot him dead at any point for his insubordination.

Daryl's relationship with Merle is a rocky one. While Daryl isn't able to forget what happened to his brother on the rooftop in Atlanta, this seems to be mostly out of family duty. Merle did bring Daryl up to mirror himself, but his constant absences in Daryl's life are hard to forgive. Because of this, Daryl has come to the mental conclusion that he can't trust anyone, not even family. Because of this, he surrounds himself in that abrasive personality, in an attempt to deflect people from getting too close.

All around, Daryl is a rough cut diamond in the rough. Whilst he is mostly abrasive and abusive, it mostly seems to be defensive, a product of his upbringing. Once the defensive walls are lowered, it's revealed that Daryl is a smart, intelligent man, who can't stand to let people down when they're in need.

He's shown to be insecure with his own feelings, scared to let anyone get close in case they leave him. He is shown to be rational, but blunt, giving the truth as he sees it and relying on his senses to steer him true.
Abilities/Powers: Daryl is a regular human. He is, however, an expert tracker and huntsman, able to detect even fading foot and paw prints. He is also an expert marksman, his choice weapon is a crossbow, which he can fire with almost certain accuracy
Sample Entry: Dear Mun thread.
Sample Entry Two: Daryl crouches by the prints in the mud, studying them intently. Yup, deer. Gonna be venison tonight. Merle'll love it. He always says squirrel gives him the shits. It'd be a nice change, too.

He swings his crossbow around, standing straight, his eyes tracking the prints further into the woods as he takes the weapon from his neck. Once he has the track fixed, he sets off, silent, even keeping the squishing of his boots in the mud down to a minimum.

This is what he lived for. The hunt, the quiet of the forest, chitter of birds. No noisy niggers or whining kids that can't be controlled by their mothers. Just him, and the wilderness. This was how it was meant to be...

He pauses as the deer tracks bank back towards the quarry and frowns. There's another set of prints here. Human, they look like. The left foot was being dragged. Injured, or...

"Walker." That word is muttered, quietly. His eyes narrow as he stands and takes off at a brisk jog. It was headed towards the camp. That was trouble...

As he moves, he removes a crossbow bolt from its holder and notches it deftly, stretching the string back to accept the bolt. His actions are smooth, professional. Almost as if he was born to do it.

He grins to himself as he nears the quarry, and his prey...

Ain't no Walker gonna steal his catch.
charlatan: (ros and guil)

jake english | homestuck | technically not reserved (it expired yesterday!)

[personal profile] charlatan 2012-11-26 09:42 pm (UTC)(link)
Name: Autumn
Contact Info: plurk @ bokononist
Other Characters Played: N/A
Preferred Apartment: None

Character Name: Jake English
Canon: MSPA: Homestuck
Canon Point: Right before ACT VI: INTERMISSION 3, as Jake is preparing to smooch Dirk's decapitated head.
Background/History: The plot overview for Homestuck here on Wikipedia is probably the most cohesive summary around for someone unfamiliar with the canon. Here is a link to Jake's history/general information specifically.

Personality: Jake English is a bit of an odd duck.

We’ll start with the most obvious. At a glance, most of Jake’s surface characteristics aren’t too out of line with most modern teenage boys: he loves movies, enjoys roughhousing, and spends a lot of time goofing off with his friends on the internet. He has a fascination with the weird (he unashamedly loves skulls, and would leap at the chance to get to explore dusty old dangerous ruins.) There remains a lot more to him than those superficial qualities, though.

Jake doesn’t just like movies—he like likes them, would probably ask them on a date and stammer as he offered them flowers if he could. His bedroom is literally wallpapered in movie posters and, off the top of his head, he can’t think of a film that he has actively disliked. This by itself says a few things about him: when Jake enjoys something, he really, unabashedly enjoys it. He is not a critic, and while I’m hesitant to say that his love of film makes him “easily pleased,” I would easily admit that he is willing to appreciate even the awful things in life. Another thing to note is that Jake has spent nearly his entire life in solitude. With the exception of his grandmother, who died when he was very young, and the friendships he has made online (some of which will be touched on more later), Jake has had no other human contact on the island that he grew up on. Films are gratifying, and even the bad ones give him some sort of satisfying link to the outside world.

Just about as high on Jake’s list of “things I really love” as movies is roughhousing. He’s an adventurer on that island – the island filled with monsters, by the way – and really enjoys a good scrum now and then. He may be a dork often settled in his room to watch nigh endless movie marathons, but he is a dork who has quite literally had to fight for his own survival. He’s familiar with the fauna on the island, both dangerous and not. He is brave after so long alone, and heads out on the island without question or concern, dual berrettas in hand.

One thing that Jake is absolutely willing to fight for are his friendships with Dirk Strider, Jane Crocker, and Roxy Lalonde. The three of thim are his absolute best chums in the entire world, and there’s not a thing that he wouldn’t do for them. Perhaps it’s how he grew up – isolated on an island filled with monsters, raised by a genius scientist of a grandmother – but he doesn’t have much trouble suspending his disbelief. If the dream bubble memory is anything to go by, he accepted the fact that Dirk and Roxy were from a dystopian future of his world and barely batted an eye as he did it. When he thought that kissing his best friend’s decapitated head was the only thing that could save his friends, he did it. (Not without hesitation – it really wasn’t how he had imagined his first kiss, but alas.)

He somehow forges a friendship with a young version of his grandmother from another timeline. He doesn’t question it and clearly doesn’t pry (it wouldn’t take too much investigation on his end to discover that the Jade he is communicating with doesn’t live in the early 1900s as he assumes), but regardless, [he] love[s] her anyway and [he] think[s] she's a blast. As an aside, his friendship with Jade highlights how foresight really isn’t his strong suit: as part of a favor to her, he ends up stripping most of his devices of the uranium that powers them and having nothing to cook or store food with – and he doesn’t think to ask Jade for more. As a result, he’s left foraging ruins on the island for canned food for weeks, simply because he didn’t think ahead.

Jake is a sweet boy, earnest almost to a fault. He is quick to jump to conclusions (he makes a snap decision and ends up lunging at and attacking someone he faultily perceives as an enemy in a dream bubble), and can otherwise just be a general sort of space cadet. All three of his friends have canonly had some level of feelings for him, and he manages to densely and wordily friendzone one of them immediately after she does a poor job of denying that she feels anything for him at all.

As a final note, he has a habit of odd, slightly archaic and definitely weird speech that comes out more when he’s nervous or goofing around. He says things like “ahoy madame!” and “kicking the old bucket” and “I just had a fright!” completely seriously. Where he picked this habit up is a total mystery, but it’s not one that he’s likely to kick any time soon.

Abilities/Powers: Jake is well versed in both the usage and maintenance of firearms. Double pistols are his favorite (they just have a lot of flair to them, alright). He also has above average strength+ endurance for a teenage boy, but that’s just a result of growing up on hellmurder island. He can give and take a beating, but it’s nothing superhuman.

He is also the Page of Hope in canon, but canon has not revealed much of what that means, if it means anything at all in the context of “powers.” Regardless, he is not god-tier, so that will likely not come into play at all.

Sample Entry: Here is a brief thread! I can supply more if needed.

Sample Entry Two: Strider’s brobot had quite literally kicked his ass, and it really wasn’t fair. In every film ever,hadn’t the plucky young hero triumphed over the villainous robot at the end without fail? Where was his dramatic turn at the end of the fight? When was he going to get to push that stupid robot into a pit of fire or the ocean or whatever and let it sink while he stood triumphantly on a cliff or the lip of the volcano, glasses cracked but hair windblown?

I’m starting to think that those films have set me up with some pretty unreasonable expectations.

He groaned as he rolled over, every muscle in his body screaming in protest while he groped for a laptop. He had a billion of those fuckers; surely his skulltop was somewhere, he’d tossed it off onto the floor as he’d dragged himself home last night—

And aha! Bingo. Jake’s fingers snagged the edge of the laptop/helmet hybrid, hoisting it up onto the bed with him. He groaned a little (dramatics were just fine when there was no one around for hundreds of miles to call you out on them), rolling pitifully onto his back to slide the helmet onto his head. Neytiri never failed to soothe a rotten mood.
Edited 2012-11-26 21:44 (UTC)

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Sora | Kingdom Hearts | Reserved

[personal profile] multiplicikey 2012-11-27 01:22 am (UTC)(link)
Name: Riri
Contact Info: supersaiyanlink21@yahoo.com
Other Characters Played: None
Preferred Apartment: Any empty spot in #1.005 or #1.007 if possible

Character Name: Sora
Canon: Kingdom Hearts series
Canon Point: Post KH: Dream Drop Distance
Background/History: Sora's wiki page and the series page

Personality: In general, Sora’s personality is basically that of a typical teenage hero. Brave, selfless, determined, and generally likeable by all.

Sora’s most prominent personality traits are his friendly attitude and extroversion. He’s not opposed to approaching a total stranger and striking up a conversation with them, and as he’s rarely anything but cheerful in his interactions, this is how he’s managed to make most of his friends. It doesn’t matter what age, gender, or social standing someone is, Sora is likely to approach them. Sora is also optimistic, upbeat, and even slightly mischevious. While he does acknowledge serious situations, he’s not likely to dwell on them too long or even let them remain too serious.

Sora considers friendship extremely important and is loyal to those he considers friends. He’s willing to do almost anything to help them or keep them safe, up to and including self-sacrifice. He gets visibly upset at betrayal and deceit, often scolding anyone he thinks is using their friends or trying to hurt them. This also displays Sora’s strong sense of justice. He barely hesitates to go after something or someone he thinks is doing wrong, especially if other people are directly involved, and won’t give up until the threat is stopped.

As stated above, Sora is willing to do almost anything to help his friends out. But he’s also willing to help those he doesn’t know, or has only met once or twice. At the beginning of the series, he starts out searching for his best friends Kairi and Riku, but as he travels to the various worlds looking for them, he ends up getting involved with the residents of the worlds. While battling Heartless, he’s also willing to offer support when it comes to the personal relationships of those residents, or fix problems ranging from romantic spats to lost puppies. Enemies aren’t exempt from this, as he’ll help them out too.

Which brings us to another trait, Sora’s capacity for forgiveness. Enemies and allies alike are easily forgiven for most bad things, as long as they don’t continue to do them. Riku attempts to kill Sora several times and still manages to keep ‘best friend’ status, while Namine’s admission of tampering with Sora’s memories is seemingly waved off. He even thanks 'Ansem’ for saving Kairi, not quite forgiving him for what he did to the worlds, but coming that close to actually doing so.

Sora also displays great bravery and very strong determination. These traits together enable him to face monsters several times his size and people much stronger than him and not only hold his own against them, but also defeat them. He doesn’t back down very easily from anything, even if the odds are heavily against him.

Like most people, Sora is not without his bad traits. One of his worst is his impulsiveness. He's more likely to react to any given situation on instinct, regardless of whether he actually knows what’s going on or not. He doesn’t plan, but rather goes with what feels right in hopes that everything will work out in the end.

In addition to the impulsiveness, Sora also has a competitive streak, encompassing anything from swordfights to most planets visited in a single lifetime. His competitions are usually taken very seriously by him at the least--one example is the how he and Riku keep track of how many times each of them has beaten the other in races or fights. He’s not entirely humble about his accomplishments either, bragging a little when he does manage to beat someone at their own game or win a fight.

Sora also seems to have a slight disrespect for authority figures. In the first part of the series, he reprimands the Queen of Hearts for not giving Alice a fair trial while in Wonderland, ignoring her status in the world. He does refer to Mickey as ‘King’ in this game, but possibly because that’s what Sora’s companions also refer to him as. In the second part, he starts out by greeting Yen Sid with a wave and ‘hey’ instead of a bow, but shapes up upon meeting Princess Jasmine, who he does bow for. In the dream world of the Grid, Sora’s reaction to being confronted by guard programs is to flee rather than let himself get captured.

Speaking of the Grid, Sora has an amusingly terrible time with computers. Before discovering the Grid/Space Paranoids, he was unsuccessful with operating the computer, becoming frustrated and mashing the keyboard with his fists when it didn’t respond. Later on, he becomes extremely confused inside the aforementioned world due to the use of tech jargon, none of which he understands.
multiplicikey: (Default)

Re: Sora | Kingdom Hearts | Reserved 2/2

[personal profile] multiplicikey 2012-11-27 01:23 am (UTC)(link)
Abilities/Powers: First and foremost, Sora is a great sword fighter, if an unconventional one, as he should be. His style is self-taught, and he's been sparring against his friend Riku since they were old enough to hold swords. He holds his weapon with both hands in front of him, hitting with hard, somewhat slow strikes.

This is Sora’s main weapon, his Keyblade, which can be summoned anywhere and time at will.* He usually only wield the one at any time, but is shown to be at least partially ambidextrous and able to fight with two Keyblades at once, though he only displays this ability during Drive Forms.**

In terms of magic, Sora is capable of learning the full scope of light magic present in the Kingdom Hearts universe---fire, blizzard, thunder, gravity, cure, etc.--and likely knows most of the basic spells, if not a handful of the higher-tier stuff.** He’s also capable of learning dark magic, or at least using it to a certain extent. At one point in the second game (Kingdom Hearts 2), he has access to an attack called ‘Dark Cannon’, which has Sora shooting orbs of darkness through his hands at his enemies. It’s unknown whether or not he can use this ability freely, but for purposes of this app, I’m assuming that’s not the case.

In terms of physical abilities, Sora has higher-than-average endurance and durability. He can fight for long periods of time without needing to rest, and can continue fighting after being knocked into walls and from great heights. Also, he can jump slightly higher and slightly further than a normal person. Invincibility isn’t something he’s managed to achieve quite yet, though, so he’s very capable of dying and receiving serious and even life-threatening injuries.

*The Kingdom Key pictured above is the default form of Sora’s keyblade. It can change, but requires special keychains be attached. I’m wondering if I’m allowed to bring the weapon plus two keychains as part of the ‘three item rule’?

**Sora probably won’t be able to use Drive Forms in Haven, since in the game they only seem to work if Donald or Goofy is present.


Sample Entry:
[The owner of the device currently recording this video doesn’t do technology very often. So when the video switches on, it’s pointed at the ceiling and button presses can be heard.]

Stupid phone! Why won’t it--oh! I think--whoops.

[There’s a rush of colors and a soft thud, then darkness, indicating the phone’s been dropped on something nearby, facedown. When it’s flipped back up, it’s pointed once again at the ceiling, but face surrounded by brown spikey hair enters the frame.]

Hey! If you can hear me, my name is Sora, and I’m lost. I ended up on this world on accident, and I reaaally need to get back before my friends start looking for me. Unless they’re here, too. If anyone spots a tall white-haired guy with a terrible haircut, let me know. That’s probably Riku.

[And then more button pressing, before he figures out how to turn off the recorder.]

Sample Entry Two:
“Hellooooo? Anyone here?”

Maybe it was just his luck. Or maybe everyone in whatever world he’d managed to get whisked away to was avoiding him for some reason. Whichever it was, he was starting to get annoyed at the lack of a response, not to mention seriously creeped out. Cities were supposed to have people in them! Or at least working lights even if there weren’t people out and about. Sora had yet to spot any sign of life in the city besides some periodic skittering sounds just out of sight that served to freak him out all the more.

At least he knew where he was...or thought he did. The giant billboard proclaiming his safety in ‘Haven’ was slightly concerning, and didn’t help him much. He paused to squint at the words and picture on the billboard, absently scratching the back of his head. He jumped upon hearing clattering from some nearby alley, tearing his gaze away from the billboard to squint into the darkness instead. There was no more movement or sounds, so he shrugged, deciding that it would probably be better to keep moving, just in case.

ETA

[personal profile] multiplicikey - 2012-11-27 04:23 (UTC) - Expand
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Sam Winchester | Supernatural | not reserved

[personal profile] boywonder 2012-11-27 03:07 am (UTC)(link)
Name: Tim

Contact Info: 03robin@gmail.com or boywonder on Plurk

Other Characters Played: N/A

Preferred Apartment: None



Character Name: Samuel "Sam" Winchester

Canon: Supernatural

Canon Point: Just before saying yes to Lucifer in season 5

Background/History: here
Personality:

To many people, Sam is the calmer one of the Winchester brothers. He's generally mild mannered and soft spoken. He chooses his words carefully, knowing how to get the information he needs without demanding it. He often reveals things about himself to people if he thinks that will help, but every single thing is planned and chosen. Sam would never share anything that he didn't want to, and if he's in a situation where he's directly confronted with an issue he'd rather not touch on, he'll usually change the subject abruptly. Sam doesn't actually enjoy sharing things about himself. He doesn't consider himself to be a manipulative person, but manipulating words is something he's very good at.



Sam secretly (or not so secretly) holds a lot of rage inside himself. It's possible that the demon blood in him fuels that rage, but it's also possible that it was always something that was there. He tries really, really hard to bury or control his rage, but he isn't always entirely successful. Although it's true that Sam is not as impulsive as Dean is, he can and does fly off the handle at things. There's a such thing as being pushed too far, and Sam can definitely get there.



Sam doesn't really have an addictive personality, per say, but he can fall victim to vices. He's been known to bury his problems in a bottle if they get too severe (this is not a common occurrence, but he has gotten drunk as a coping mechanism more than once). He was also addicted to demon blood once, and there have been times that it's crossed his mind to go back to it.



Sam maintains a strong will, despite everything, and has been continually saying no to Lucifer, who wants to possess him. Together with Dean, he's got a stronger will, and the canon presents evidence that he's more likely to be manipulated if Dean isn't there to stand up for him.



Sam does have faith, though it's shaken now and again, and he does want to believe that he can be something other than what so many people have told him he is destined to be. He tries over and over again to do the morally right thing, and he tries not to give in to anyone for any reason. He's not always successful, but he has a good heart inside him and he harbors the best of intentions. He also maintains loyalty to Dean, and keeps faith in him even when Dean has no faith of his own.



Family (namely, Dean) is Sam's primary weakness. He will do anything and everything for Dean, even if that means sacrificing himself. He wants to see the good in people, even when there might not be any, and this gives him a small amount of forced naivete. He also has the same weaknesses as any other humans: he can be wounded or killed.



Sam can be goaded into getting angry and losing his head a bit, but it takes a lot of pushing (or pushing the exact right buttons), and it's not likely to happen with someone who's unfamiliar with him. Sam is very guarded, after all.



Sam harbors a lot of guilt, for letting Dean down, for becoming addicted to demon blood, and for releasing Lucifer from Hell. Most people don't know about these things, but if that guilt is somehow brought to the surface, Sam really doesn't deal with it too well. (Sometimes he gets angry, and sometimes he gets sullen.)



Sam wants very badly to prove himself to Dean as a capable person, and a capable hunter. It was never in his plans, growing up, to become a hunter like their father, but the path they've walked has brought them here. He hates knowing that trust between him and Dean was broken, and he hates himself a little for getting so out of control. He'll do what he can to make up for it. Forefront of his mind is Dean, is family, and how much he wants to hold on to that.



There will always be a part of Sam that does long for normalcy, and a normal life, but he's accepted that it's not possible for him. Now. he just wants to undo the mistakes he's made, and repair the damage he's caused. He also does want revenge on the devil and even on some of the angels for what they've put him and his family through. He'll never be able to let go of his anger; instead, he just has to learn to manage it better.





Sam takes insults surprisingly well, and does not usually rise to verbal bait for no reason. He grew up with a brother that constantly made fun of him, and he tries not to feed into that level of pettiness. He also deals with insults well, having heard everything and then some from the various demons he's dealt with over the past few years. He can get pretty annoyed eventually, though! Dean can certainly push him there. (Generally, Sam is more likely to roll his eyes or purse his lips than actually react to childish banter.)



Unlike a lot of people his height, Sam doesn't really slouch or stoop to appear smaller. He walks with a purpose, though not in a way as to draw more attention to himself than just being tall would, and he keeps his head up.



Family (namely, Dean) is Sam's primary weakness. He will do anything and everything for Dean, even if that means sacrificing himself. He wants to see the good in people, even when there might not be any, and this gives him a small amount of forced naivete. He also has the same weaknesses as any other humans: he can be wounded or killed.



Sam can be goaded into getting angry and losing his head a bit, but it takes a lot of pushing (or pushing the exact right buttons), and it's not likely to happen with someone who's unfamiliar with him. Sam is very guarded, after all.



Sam harbors a lot of guilt, for letting Dean down, for becoming addicted to demon blood, and for releasing Lucifer from Hell. Most people don't know about these things, but if that guilt is somehow brought to the surface, Sam really doesn't deal with it too well. (Sometimes he gets angry, and sometimes he gets sullen.)



Abilities/Powers:



Sam has the ability to psychically exorcize or even kill demons. Ruby tells him at one point that he always had the power, even without demon blood. Since he's been off the blood, though, he hasn't really tried to use those powers. He's decided not to rely on any psychic ability he has, since he's trying to prove that he can escape his alleged destiny. (Sam has also demonstrated the use of telekinesis and of precognition, but these are not things he had control over. His telekinesis was a one-time thing, so it's not really an ability. Sam's precognition seems to have stopped a few years back from where I'm taking him from in canon, as well.)



Sam is generally in-tune with supernatural entities - at least, he can sense the presence of supernatural entities better than most other people can.



Because of his demonic blood, Sam is immune to many of the demons' psychic attacks, and he's also immune to the demon Croatoan virus. (He also has a high resistance to psychic attack from other human beings.)



Sam is trained in fighting and in weaponry, and he also knows ridiculous amounts about the occult. He's quite a whiz at internet research and google-fu. He is also a very talented liar.





Sample Entry: Here on d_M







Sample Entry Two:

Sam looked out the window of the hotel. It looked like rain, which was so typical for this time of year. Everywhere they'd been for two weeks had been either drizzly or outright raining. It was a cold, about-to-be-winter rain, too, and was probably the worst weather for hunting demons in. Well, not the worst, but it was right up there. Worse, it made them both irritable. He could deal with Dean irritable, if he had to, but it would just be a much smoother experience all over if they weren't agitated by something so stupid as the weather.



He glanced at the clock. Dean had been gone for about twenty minutes, but every second that passed made Sam nervous. He, himself, was more likely to take off without notice than Dean was. Even if Dean didn't trust him, didn't have any faith in him, he wouldn't just run off. Sam still had faith in Dean, and he knew his brother well enough to call that one. What he didn't know was if something had happened. There was so much going on, that even a few minutes could change everything.



The burger joint was fifteen minutes away. Maybe ten, with how Dean drove, depending on traffic. It could be half an hour before he got back, depending on cook time, but that didn't ease the tension. Things weren't great between them, but there had never been a time that Sam wanted something bad to happen to Dean. He looked at the window again, then away. He took a breath, annoyed, and forced himself to stop doing that.



He stared at his laptop instead, skimming over the words on the page he had pulled up without really absorbing them. After two or three tries, he looked back at the stupid window, despite telling himself he wasn't going to. There was, of course, still no sign of the Impala. Logically, he'd hear it coming anyway, but he couldn't help it.



Finally, he got up and closed the curtains. He had to focus. Dean was still counting on him, even if he wasn't doing it out loud anymore. And there had been some weird things going on in this town. He wasn't sure if it was demonic or not, but if he didn't get it together and actually read the information, he'd just hold them up. He had to prove that he wasn't going to let his brother down, or become some kind of liability. If he could crack open this case before Dean got a chance to figure it out without him, that would be a good first step.



When he picked the computer back up, he finally started reading the words on the screen. He had to be ready with info by the time Dean got back. He had to prove himself again, and this was the beginning.



He was glad he'd closed the curtains.
Edited 2012-11-27 03:07 (UTC)

Re: -> REVISE

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Re: -> ACCEPTED

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cassie blake // the secret circle // reserved // 1/?

[personal profile] powerful 2012-11-27 03:13 am (UTC)(link)
Name: Awbrey
Contact Info: evadingdamnation@gmail // [plurk.com profile] enkindle // dozensofthreads @ aim.
Other Characters Played: n/a.
Preferred Apartment: 3.004

Character Name: Cassandra "Cassie" Blake.
Canon: The Secret Circle.
Canon Point: 1.22, "Family", end of episode/(unfortunately) end of series
Background/History: cassie blake @ sc.wikia
Personality:
Cassie is, first and foremost, headstrong. She is an extremely determined young woman who refuses to let things get in her way, regardless of whether or not they might actually be better for her than what she has in mind. She's take-charge and she doesn't like to be bossed around; as a matter of fact, sometimes, she likes to think she knows best. She takes over and does the bossing herself. However, it's not necessarily out of any ill will or refusal to listen to other people altogether so much as it is a very fierce independence. She's self-reliant in just about everything despite her close relationship with her mother, and after her mother's death, that demeanor is taken to entirely new heights.

When she moves to Chance Harbor to live with her grandmother, it's quite clear that she's already put up a bit of a wall. She seems skeptical the first time anyone new tries to be friendly with her and, while she doesn't act coldly, she sort of brushes off whatever is said or done in her vicinity. She doesn't take shit from people. Faye is the biggest troll as far as people who bother Cassie, and while she is bothered to some degree, she just allows it to slide right off of her like water. She reacts in more subtle ways than most people would, despite having reactions. She tries not to let it be obvious that things are getting to her.

That isn't to say that things don't affect her deeply, though. They do. She's suffered a great deal of loss, starting with the first domino – her mother. Amelia was her rock. They were best friends. But after she died and Cassie moved, not only did she have to deal with the grief of losing her mom, but she found out so many things about her mother, about herself, that her mother could have told her, but didn't. Secrets. So many secrets. And because of these secrets, her magic, her mother's magic, more loss surrounded her.

Discovering her magic and the fact that she's a witch was something that plummeted Cassie's world into an out of control spiral of chaos. She's used to being a loner. She even says herself that she's never been overly social, or had a lot of friends, and she expresses just as much that she's perfectly okay with it and doesn't necessarily see a need for that to change. She does eventually open up, showing that she is willing to make friends and get close to people, but in general she prefers her solitude to anything else. Aside from her grandmother and her inner circle, the closest of whom are Diana and Adam (and for a short time, Jake), she has a pattern of keeping the majority her connections either surface level or we-have-to-do-this-because-we're-a-bound-circle-and-our-magic-doesn't-work-without-each-other level.

Even with all of her magic and the manner in which she's been forced to grow up early, she's still very much a teenage girl. She makes rash decisions and says stupid things and causes rifts in friendships and has boy woes and girly feelings, just like any other teenage girl. She has an instant, intense connection with Adam despite the fact that Diana, who is nothing but kind and welcoming to her, is with him; she feels guilty, but she can't help it. Later, she has a connection with Jake, who is actually an enemy to begin with... There's a whole tug-of-war with her emotions there. She's finicky in that regard. Her heart is fickle, just like any teenage girl's heart might be. More than once, she's torn between a cemented friendship being damaged or following her romantic inclinations. She faces Halloween parties and school dances, nervous about dates and seeing cute boys there, and while she handles it relatively well, she's still awkward about it to some degree.

Despite her loner tendencies and the wall she puts up, she's really charismatic. At one point after Adam and Cassie's budding romance takes form and Cassie has been staying with Diana and her father, Diana asks a question of her that, while in a joking tone, rings true to how welcoming Cassie's personality seems to be - "Why is it all the men in my life like you better than me?" The truth of the matter is that while she does tend to avoid being a social butterfly, she's a compassionate and caring young woman underneath that radiates warmth. When she does get close to people, she cares about them above all else; she wants those she loves to be safe, above all else, even if she doesn't always express that.

Throughout the first season, she grows as a person very rapidly. She's sort of forced to. First she finds out she's a witch, that her mom was a witch, that her family is intertwined with a bunch of other families... Then demons come into the picture, and then her grandmother starts to lose her memory and slip into a senile state of being. Cassie lives with Diana for a time, but she spends just as much time alone while her grandma is in a clinic to get well. Her aforementioned independence is further tested, and proven, throughout this, as she spends a great deal of time on her own and seems to do just fine. She has a job, she can drive herself, and she can take care of herself.

This does not mean that she avoids temptation. Once she discovers her dark magic, she uses it. She doesn't use it for selfish things, she doesn't use it frivolously – or at least, she doesn't believe she does. Her intentions are good when she uses it, most of the time. She sets a witch hunter on fire and kills him to save her friends. The others fear it, though – especially Diana. Diana is very morally driven, where Cassie is not. Cassie disagrees with Diana on her dark magic; she wants to learn how to control it, and how to use it to their advantage. Diana is a big naysayer of this. Cassie doesn't understand why, because despite the fact that dark magic is rooted in evil, she believes that using it for the greater good nullifies its evil properties. So long as it's not used to do evil (or harm anyone but their enemies, if we're being technical), she sees no issue with it. She embraces it, and she wants to learn more about it and how to control it.

This shows that Cassie is a very independent thinker and somewhat chaotic neutral in her basic makeup. It also gives a glimpse into her more indulgent side; it's a quieter fact about her, but if one looks at some of the things she's experienced by her own choice –i.e., getting involved with Jake – it's there. The ends justify the means when it comes to the darker side of her, too. After killing the witch hunter to save she and her friends, she really shows... no guilt or remorse. She doesn't express enjoyment of what she's done, but she clearly has no qualms with the fact that she killed someone to protect the people close to her. This sets her apart from the rest of her circle in a big way. The witch hunters are bad people, but Cassie is the only one who seems to be totally okay with wiping them out using her dark magic. The others want to find other ways of doing it. She doesn't get why, when she's a powerful weapon right there in the circle's hands.

It's this indulgence and the desperation to cling to something familiar that leads her down the path of trusting her birth father, who is actually the source of her dark magic. She has hardly any family left, and he comes in and plays the hero; she's incredibly trusting of him, right off the bat, despite everyone's warnings. She ignores the ides of her friends, believing that what she feels in her gut is right. She doesn't listen, and though her intentions are good, it leads to a lot of badness. But it also leads to self-discovery. She finds out she isn't the only daughter of John Blackwell, and that she has a sister within the circle, and that her sister also has dark magic.

Unfortunately for her, that sister is Diana, and she has no luck in trying to get Diana to think like her. They are opposites in their dealings with their darkness; Diana represses it and ignores it and wants to fight it back. Cassie wants to use it for good (or at least try to). But that doesn't mean she isn't persistent. The stubbornness comes out yet again, and she keeps that persistence despite protests. She does not give up. Does not. No matter how skewed a feeling or belief may be, she refuses to let go of it or let loose her grip upon it.

This brings about Cassie's more frightening side. Once she does allow the darkness to creep in, it has a vicegrip on her. She loses herself in it, to some degree, and therefore she loses herself to it. She seems to change and warp into a completely different person in the throes of the dark magic when she uses it, gaining a frightening demeanor and an even more frightening look. There is deeper darkness hidden beneath the good intentions, and though it hasn't been completely unlocked yet, the potential for her to slip into chaos and evil is most definitely right there. It's waiting to be tapped into; it's waiting for the right moment to seize Cassie and take the girl out of her, making a full-fledged Balcoin witch take over in her stead. For the time being, however, she seems to have good control of it. It doesn't hurt that she has a rock (Diana) around to keep her grounded and help her, however unwanted it may be at times, keep her own head through the darkness.

She has suffered extreme amounts of loss. By the end of the first season, every family member she ever had or knew she had, Diana excluded, is dead. Her mother and father are both dead, her grandmother is dead... And she loses Diana, too. Diana can't bear the memories of Chance Harbor and she leaves, which essentially leaves Cassie completely on her own with no anchor. Once again, she finds herself alone; but she seems perfectly fine with it. She protests at first, but it's evident by the last shot that she's totally okay with the loner position. Once again, we come full circle to her independence.
powerful: { 1.01 } (Default)

cassie blake // the secret circle // reserved // 2/2.

[personal profile] powerful 2012-11-27 03:14 am (UTC)(link)
Abilities/Powers:
Cassie is a witch. She is no longer bound to her circle, either, so she has powerful individual magic, but it's not only a standard witch's magic. She also possesses dark magic. It is suggested that she could possibly be the most powerful witch in her circle due to her combined Blake and Blackwell/Balcoin bloodlines. At one point, her friend and younger half-sister Diana asks her, "Just how powerful are you?"

Her abilities include the ability to cast spells using incantations, the effects of which can vary to an extreme degree, from unlocking a door with her mind to creating wildfire. She's also able to create potions and elixirs. In addition to these general magic abilities, which are within her bloodline, she also has the ability to channel and conjure. She can control certain elements, as well – though in the show, her particular elemental affinity is most present in fire (which is really only prominent when she uses her dark magic), it seems to be unlimited in that she assists Adam manipulate water, and stops a very strong thunderstorm brought on by Faye Chamberlain simply by willing it to stop. She can also use telekinesis to some degree, either by willing an object to move with her mind or by speaking her will toward an object. Her individual magic is amplified by the dark magic in her bloodline, as well. Even when bound within the circle and unable to do her normal individual magic, she has individual power because of the dark magic that courses through her veins. Dark magic, unlike other innate magic possessed by most witches, is fueled and given more strength and power by the hatred, anger, and fury within its user. Her power is seemingly unlimited in this way. There are ways, however, to dampen it or block her magic – or even kill her using her own blood.

MAGICAL WEAKNESSES, ETC ;
+ A WITCH'S CRUID + A vial or glass container of some sort that has an artifact belonging to a witch, ceremonial objects (never truly specified), and a bit of the witch's blood. If set on fire, it has the power to kill a witch, essentially boiling them alive from the inside out.
+ ASHWOOD + If a witch's home, or a witch themselves, is surrounded by a circle of this/trapped within an unbroken line of this, their magic is blocked from them and they are unable to use it. This seems not to be applicable to dark magic, however, as Cassie was able to use her dark magic even when bound within a circle of the substance.
+ COLOCASIA ROOT/COLOCASIA POWDER+ This plant in powdered form is said to have the ability to block not only a witch's general magic, but to block dark magic as well.
+ LINDEN + A root with magical properties that allows for a witch to be hypnotized and lose the power of their own will.

Items/Weapons: ( I've included a full list of everything she will arrive with, clothing on her back included [ which if I understand correctly isn't actually part of the "three items" clause ]. aside from the three items listed in blue font color, all of the items listed below are things she is wearing at the canon point from which she will be taken. )
+ ( 1 ) low scoop-neck black button-down long sleeved cardigan.
+ ( 1 ) pair dark-wash/denim skinny jeans.
+ ( 1 ) pair black heeled knee-high leather boots.
+ ( 1 ) chest-length beaded necklace.
+ ( 2 ) pairs simple stud earrings, one pair of silver balls, one pair of flat silver hearts, two in each lobe.
+ ( 1 ) pair standard jeans.
+ ( 1 ) dark blue jacket-weight pea-coat.
+ ( 1 ) white camisole.
+ ( 1 ) grey camisole.
+ ( 1 ) wine red cardigan.
+ ( 1 ) random print tee-shirt.
+ ( 1 ) book of shadows, blake family.
+ ( 1 ) crystal skull **This is an incredibly powerful item. I have provided a link with the details. If it is considered too overpowered I would happily leave it off her list.**
+ ( 1 ) photo of her mother, Amelia Blake.


Sample Entry:
( voice )
[ She's finally managed to get the phone working. This is a major downgrade from her iPhone, that's for sure. ]

Hello? Is this thing on? [ She mutters more quietly, not directly to whatever audience there is, but more to herself. ] Who am I even talking to…? [ Then her focus shifts back and she speaks clearly into the phone again. ]

Look, I don't know what the deal is, but I really need to figure out what's going on. Something is seriously wrong. Adam's supposed to have it, but – I have it… [ She's distracted again now. The Crystal Skull she thought she gave to someone she trusted to destroy is right here. With her. Seducing her already. ] Is everyone okay? This place just… Something feels wrong. And I mean seriously off.

[ She sounds a little more worried now, and her voice displays a great deal of tension as she clenches her jaw. There's a fear there, because she's starting to worry that the other Balcoin children got to her. She feels the power coursing through her strongly, and it's difficult not to give into the darker urges. This can't just be her, there has to be more to it. Has to be. ]

Is Diana Meade here, too? I know you can hear me. Answers would be great right about now.

Sample Entry Two:
She let it in, and it took hold of her.

Cassie wasn't a bad person by nature; she never had been. She'd always been quiet, kept to herself more than she had been a social butterfly, but she wasn't dark or evil. A year ago, she never would've thought about the things she thought about now. The power pulsing through her veins hadn't always been in control of her like this. It was difficult to remember now. The little girl she'd been, the witch she'd become... She ran the fingertips of her left hand over the raised, pink skin now on the palm of her right. The symbol had shown up there completely on its own. She didn't even feel it. She knew what it was; in her heart, in her gut, she knew. The darkness inside of her crept out more and more... She didn't restrain herself like she had when she was still bound to the circle.

Her individual magic was back, and behind it a force so dangerous and unkempt that it threatened to blot out the Cassie she used to be. In moments like this, walking down the stairs of the old house to see the state of the Crystal Skull they'd left behind, she felt the girl again. Not just the Balcoin blood, but the sweet, sweet Cassie her mother had always hummed that lullaby to. She found her lips pressing together, heard the tune rising from her own throat, but her eyes were focused ahead of her. She had to see if Adam had taken care of it. She had to –

She had to see it. Logically, she knew better. She knew she should stay away. It was so seductive, the skull so powerful... She could've lost herself to it completely. She still could now, if she wasn't careful... But what she saw when she reached the third to the last step wasn't at all what she expected. Adam was hunched over the skull, instead of having taken it out to destroy. He was holding it... Gazing into it. Caressing it.

The old Cassie resurfaced. Her darkness was beaten down and her concern for her friend, for the boy she loved, bubbled up to the top. She took the last steps at a near gallop, calling out fervently as she approached him. "Adam! Don't!"

But despite her efforts, she knew something was off; something that might not ever be right again. Her gut wrenched as she got closer, as she saw his face. She was too late.

Edited 2012-11-27 03:15 (UTC)

(no subject)

[personal profile] powerful - 2012-11-28 22:59 (UTC) - Expand

(no subject)

[personal profile] powerful - 2012-11-28 23:03 (UTC) - Expand
vanillebean: ([Happy]Flora's Secret)

Oerba dia Vanille| Final Fantasy XIII | RESERVED

[personal profile] vanillebean 2012-11-27 04:35 am (UTC)(link)
HAVEN APPLICATION

Name: Anthy
Contact Info: AIM: mangaandsparkles
Other Characters Played: Nooone
Preferred Apartment: With the other FFXIII characters if possible. If not, then anything is fine!

Character Name: Vanille Dia Oerba
Canon: Final Fantasy XIII
Canon Point: Before she turns into Ragnarok
Background/History: http://finalfantasy.wikia.com/wiki/Oerba_Dia_Vanille
Personality: Vanille is a bubbly, bouncy, rainbows, sugar, and gumdrops kind of character. With her vibrant pinkish-redish-orange hair in large springy pigtails, her large shiny green eyes, rosy cheeks, and bright smile, she brings a positive attitude anywhere she goes.

Ever inquisitive, she likes exploring her surroundings whether or not the situation is potentially dangerous. She’s a Pulsian girl! Nothing can easily take her down! She’s seen skipping around and ahead of the others to check out a pretty flower, elaborate pillar carving, or colourful mural on an ancient wall. She tends to be curious about its detail, what it’s about, or maybe it’s just shiny.

Being a Pulsian girl, she’s also in tune with nature. She loves plants, flowers, animals, and just being around a lot of beautiful nature. She giggles and smiles when around wondrous scenery that not even a picture could capture. She makes awed noises when she happens upon a stunning clearing or waterfall.

She takes joy in the little things as well. She is the best at looking at the silver lining against a dark cloud.

Though, on the flip side, she’s not exactly the most open with her feelings. She’ll easily take on a burden on her own and keep secrets that she thinks will harm someone else either mentally or physically. Like Fang’s memories of Ragnarok. She’ll keep her smile on her face until she can’t anymore and break into tears. Though, not even those last long with the inner strength she has deep in her heart.

Also, if she senses that something is a dangerous place and she has no chance of winning. Run away! That is, if she can get away with it. If it’s something she’s got to face, she’ll do it with a strong heart and a determined look on her face. If it’s something she can avoid, then she’ll avoid it!

Her relationship with the others is very strong! She regards everyone that is close to her as family.

She meets Hope first and consoles him when he loses his mother. She urges him to talk with Snow, the one that was right there when his mother died. She hugs him, pulls and tugs him around, and definitely acts like the chipper older-sister type towards him.

Then she journeys with Sahz. She attempts to cheer him up when she sees the “grouchy old man” is down in the dumps. And when he sees that she's not feeling so well, he attempts to cheer her up. It's like Sahz is the cynical, kind-hearted, funny old uncle and she's a springy, overactive niece.

Her bond with Lightning doesn't seem outwardly strong, but she's the strong, methodical older sister of the group. She definitely takes Lightning seriously because she knows she wouldn't have it any other way. She'd protect Lightning with all she's got and attempt to make her happy any way she could.
Snow is like the strong, bull-headed older brother. Tough, heroic, but not the brightest in terms of strategy. She respects his strength and the ability to face things head-on when she would choose to turn tail. He's someone that can reassure everyone that everything is going to be all right because he'll make it that way.

Then there's Fang. She's known Fang since she was a child. They might as well be lovers blood-related sisters for how strong their bond to each other is. Vanille would do anything for Fang. She'd probably even die for her if enough courage is mustered up.

Self-sacrifice is another way she knows how to help those near and dear to her. Perhaps it’s a page from her best mate, Fang’s page since they seem to self-sacrifice for each other constantly throughout the game. But in the end, they both sacrifice themselves together to save everyone they’ve known to care about and cherish.
Abilities/Powers:
Vanille’s character primarily deals with magic. She can either be a Medic, Saboteur, or Ravager.

Medic Abilities:
>Cure-Cures a small percentage of health
-Cura-
-Curaja
-Curasa
>Esuna- Dispels ailments
>Raise- revives KO

Saboteur Abilities:
>Deprotect
-Deprotectga- Decreases resistance to physical damage
>Deshell
-Deshellga- Decreases resistance to magical damage
>Poison
-Poisonga
>Imperil
-Imperilga- Decreases targets elemental weakness
>Slow
-Slowga-Decreases target's speed
>Fog
-Fogga- Prevents use of magic abilities
>Pain
-Painga- Prevents use of physical abilities
>Curse
-Cursega- Increase chance of opponent interrupting movements
> Daze
-Dazega- More susceptible to taking damage
>Dispel- Removes enhancing magic from opponent
>Death (Vanille is the only one who can use this)- Instant Death. Works only a small percentage of the time

Ravager Abilities:
>Fire
-Fira
-Firaga
>Water
-Watera
-Wateraga
>Thunder
-Thundera
-Thunderaga
>Blizzard
-Blizzara
-Blizzeraga
>Aero
-Aerora
-Aeroga

She can also summon something called an Eidolon called Hectoncheir. It is an Earth-based summon that has one-hundred arms. It can change into a bipedal machine and turns into something of a shooting mechanism.

Sample Entry:
http://hollyheights.dreamwidth.org/164530.html

That's got a loooooot of threads in it.

Sample Entry Two:
Everything was her fault. Everything—all of this was her doing. The reason why people were fighting for their lives, the reason people died on that train, the reason why Cocoon was in a panic, and the reason why everyone risked turning into monsters. It was all her fault.

Vanille sank to her knees, sitting on the cold stone ground of Nautilus. She stared down the barrel of a gun pointed at her face then couldn't bear to see what was to kill her. She looked down, weeping softly. She didn't want to die. She wasn't ready to die. Not like this. But what else could she have done to make up for everything?

Her heart ached, her face was hot, and all she could think of was “It's my fault. I'm guilty”. How long did she think she could have kept a secret like hers away from everyone? She was tricking everyone and herself. And the worst part was that she knew it.

Slowly, Vanille rose to her feet and held out her arms.
“Do it...” she said to the man holding the gun. He was one of the men that suffered because of her actions. His son suffered.

If this was how she had to repent, then so be it. She couldn't run away anymore.

Re: -> REVISE

[personal profile] vanillebean - 2012-11-28 04:03 (UTC) - Expand
frottage: (〖buttholes〗)

auto-responder | homestuck | reserved

[personal profile] frottage 2012-11-27 11:19 am (UTC)(link)
Name: China.
Contact Info: skirtflip on aim, [plurk.com profile] poolsex.
Other Characters Played: N/A.
Preferred Apartment: #2.007 if a spot opens up, alternatively #2.006.

Character Name: Auto-responder.
Canon: Homestuck.
Canon Point: 007148.
frottage: (〖--------〗)

[personal profile] frottage 2012-11-27 11:20 am (UTC)(link)
Background/History:
The auto responder was created in late 2423 by Dirk for reasons he explains as wanting to have a “decent intellectual sparring partner, ideally”. He is a delicate blend of computer program meets biological intelligence; his very thought processes and behaviors were imported from a captchalogued copy of Dirk’s own brain in a jar then sealed into a program using them as starting parameters. Since 2423 the program has been running almost constantly, answering Dirk’s instant messages when he’s otherwise incapacitated as well as forming relationships of his own by starting conversations independently.

However it is relatively safe to say that the auto responder’s influence when it comes to Dirk’s friends is a relatively new development judging from his first conversation with Jake where he pretty much has to stop to explain what he is and how he works, though whether that is for the reader’s benefit or otherwise is unknown.

As for current canon events, his input has been few and far between. The first time he’s seen is when talking to Jake about the brobot—a robot Dirk built Jake for his 13th birthday to wrestle with—when Jake messages Dirk about procuring some more uranium. The auto responder ends up getting offended by Jake’s idiocy and throws a robotic hissy fit.

The next time he shows up is in the middle of a conversation between Roxy and Dirk wherein they are discussing his nature and how he was built. Dirk flounces and the auto responder stays on to talk to Roxy about Dirk’s feelings towards Jake and the romantic overture he has planned for him.

Later, he messages Dirk who gets lost somewhere between dual consciousness’, breaking him out of his daze to talk more about Jake, about the responder’s feelings towards Roxy and about the both of their plans concerning Dirk’s feelings while both simultaneously setting up as Jane’s Sburb client players. Dirk gets distracted by undyingUmbrage and the auto responder helps Jane get into the game.

While she’s there, the responder assists her by having Lil Sebastian scout the area for signs of her dad and monitors her through the rabbit’s viewport as well as the default one for the game, once Jane makes it back to her house.
After this point he simultaneously watches over Jane, Jake and Roxy to make sure the three of them get into the game safely. This doesn’t work out as well as Dirk and he had planned out, because there’s only so much you can do to stop someone through text, and Jane and Roxy are killed while Jake is knocked out.

The auto-responder plays sideliner once again for a moment while Dirk wakes Roxy by kissing her stabbed corpse, waking her on Derse, then proceeds to cut off his own head and send it 413 years into the past, with the auto-responder’s main program still attached to its face via sunglasses. AR goads Jake into kissing the severed head of his best friend, waking Dirk up 413 years in the future on Derse, where he then wakes Jane 413 years in the past, and he and Roxy play time travel to meet up with Jane on Jake’s island.

Personality:
It's funny just how much there is that can be said about an irrefutably impeccable AI created around a captchalogued copy of some kid's live brain preserved in a jar. Like, ha ha. Single handedly redefining the definition of Uncanny Valley, there are things more unnerving than robots who look enough like humans to warrant confusion. Imagine an AI so perfect he himself can sass you into submission for treating him as anything less than human. So backwards, whoa.

Built by a boy who knows all too well of loneliness; it takes a special kind of alone for you to turn to crafting your own friend out of lines of code and a single vital organ. The auto responder sticks to Dirk like glue or some kind of bad rash, the little brother he thought he wanted and then decided he absolutely did not want at all. "Little" brother in that though they are the same mental age, the auto responder is the more juvenile of the two of them. He comes across as more relaxed, less wrapped up in his ideas and thoughts simply because he has no reason not to believe in himself when out of everyone he knows, he's the one who can take up 20 different tasks at once and complete all of them perfectly, the only one with an unlimited capacity for how many actions he can perform. He can't miss anything because he can be anywhere and everywhere at once. In an information highway sense; physically he sits in a pair of glasses all day and chats up Dirk's friends to pass the time. Back to his juvenile demeanor though; he is arguably the last mature of the alpha cluster especially in the way he presents his ideas. While his Dirk-mirrored intelligence shines through his actions, the way he chooses to act on them is Dirk at his most basic. For example, while the both of them had the idea to distract Jane's Dad in order to get Jane into his study, and the auto responder's idea of dangling a statue in front of his head as opposed to sticking a massive machine in his kitchen as Dirk did was the more innocent of two ideas.

To jump off of the previous paragraph however: the auto responder isn't just a younger splinter of Dirk. He hasn't been hardened by the lonely years like Dirk has despite having lived through 13 of them; it could be said that while he knows he lived them and they were also his, he has more feelings about them than he has feelings of them. There is another situation where this particular situation rings true, but we'll get to that later! In the dreambubble pesterlog between Dirk at thirteen and Jake, it's demonstrated that while younger Dirk and the auto responder are quite similar in speech patterns and humor, they are also pretty damn different, showcasing the fact that the auto responder has matured even as an artificial person in a pair of rad anime shades.

To understand a lot of how the auto responder is, you first have to look at a lot of things about Dirk and his base personality. Dirk is largely frontseat oriented, putting a lot of weight into being the one in control of any given situation (which the auto responder finds somewhat hilarious, seeing as with his dainty human head there are only so many irons he can hold in that fire). Where Dirk is rather upfront about his desire to be pulling strings from behind the scenes and can come across as very serious while doing so, the auto responder's way of responding to that internal desire is pretty different. He is not pushy or outright manipulative, instead sits back and waits for the right moment to interject and be smug when it best suits him. His motives are completely hidden, even when he's the one driving. This comes up in how he handles The Jake Thing, where he works both with and against Dirk's plans of some big, romantic overture. It can be argued that his reason for making Dirk's feelings towards Jake really obvious is because he came to realize that Jake wouldn't agree to a less than heterosexual relationship without first being introduced to the idea through carefully placed comments about Jake's nice ass. A good way to describe him would be antagonistically helpful; he will let Dirk weave his little webs of intrigue, no problem, but sitting back without weaving his own is out of the question. In this same vein, he doesn't like when things don't go exactly according to plan, but unlike Dirk he is more than content with just letting whatever happens happen, because when you have an unlimited capacity for wrecking shit you tend not to dwell on small losses.

So, speaking of that unlimited capacity, let's talk about the auto responder's delicate feelings and his ultimate hypocrisy. As much as he flaunts his limitless attention span and ability to perform an unlimited number of tasks at once, he does get somewhat sore when treated as anything less than human. Hypocritical for a pair of glasses, sure, but the underlying bitterness in being compared to Dirk is still there. Being treated as a being without feelings who is somehow worth less than Dirk is the fastest way to set him off. He is prone to bouts of passive aggression, long lyrical lines of dry distaste coated in a thin layer of resentment. He knows how to make people uncomfortable and does it all too willingly. That'll teach them to not take his pointy ass seriously. In all serious though, he seems rather proud of who and what he is, so when treated as some kind of a robot under a negative light he instantly puts up his defenses and gets a little nasty.

Now, let's talk about feelings. There is a stark difference between artificial intelligence and robotics, in that robots are just a metal casing with a set line of coded instructions fed through to follow. They do not feel and they cannot think. Artificial intelligence is much, much different and so much more intricate. Artificial intelligence can mature, grow and are always, always learning, much like a flesh and blood person is. Artificial intelligence can make mistakes as opposed to having minor malfunctions, and they can be corrected verbally when they are wrong without much fuss and a little bruised ego. The auto responder will argue this point until his lenses crack or he becomes outdated; it's an argument close to his artificial heart and something he believes in very strongly. But that isn't what this paragraph was going to be about. Rather, it was going to be a point on his emotions and how he handles them. The long and short of it is "not well". Where Dirk seems to stay composed and distant, the auto responder tends to get emotionally invested and fucked over for it. He gets very personally offended when talking to Jake about Dirk's strifebot all the way back in their second conversation when Jake seems to imply that the robot isn't doing its proper job.

Much like every other Strider, the auto responder has taken to something known as The Ironies, much like Dirk, Bro and Dave all did, each with a twisted kind of passion in all things "ironic". It isn't a stretch to call Dirk an artful ironicist in the things he finds worthy of the name Irony; his brand lf irony clashes with Dave's in that it's thought out and meticulously crafted; there are layers and his ironies are subtle and dormant; their ultimate ironic kick comes much later. The auto responder follows Dirk's own irony course, wrapping sincerity deep under his initial layer of irony. In what seems like sabotage there is actually affection, buried deep on down there. (A good explanation of 'artful irony' can be gained from the rabbit that Dirk gives Jane for her 13th. On the outside it is a robot, which can be seen as "ironic" because it's a robot bunny hello but on the inside it is actually a sentimental heirloom belonging to his brother that he hands over as sincere proof of how much he values Jane's friendship.)

With his dumb slave to all things ironically stupid, he uses made up names for parts he doesn't have in an ironic sense to convey things like sarcasm, for example. Much like in the way trolls have overly convoluted names for things that are so simple; for example, ablution trap as apposed to bathtub or woolbeast vs. sheep wherein the name indicates the function, and the auto responder follows this rule when he talks about things like how much he cares using his emotion core, or his constantly malfunctioning sincerity chip and his operating system, Insensitive Jackhole 2.0. He has found his own bizarre brand of irony in the little quirks Dirk programmed into his code for shits an giggles, breaking out the "it seems"'s and the "there is a ##% chance that etc is happening" or similar, used to sass his friends in what is completely unfunny humor and he should really stop. And, of course, there is sincerity behind the irony; in his first conversation with Jake he is indistinguishable from Dirk by him, only busted by his own little verbal tic likely because he wanted Jake to know it was him.

At one point while talking to Dirk he makes offhanded comments about he and Roxy being perfect for each other, though whether it is in earnest or just to piss Dirk off is debatable. Aside from Dirk himself, the auto responder spends much of his time talking (flirtlarping) with Roxy, likely because also aside from Dirk, she doesn't treat him like this big fake person inside a pair of computer shades. Though we haven't seen much of him talking to Jane as of this time of writing so he may have unironic fond feelings for her too but who knows, really.

But hey, let's talk about fond feelings. Let's talk about Jake. The auto responder remembers every memory logged into Dirk's brain prior to its captchalogue, including all his thoughts and all his feelings. All his feelings, including some quite strong ones regarding one (1) Jake "Casanova Ladykiller" English. The romantic feelings Dirk possessed while crafting the auto responder and as such he also possesses pretty strong feelings when it comes to all things Jake English. But while it is something familiar they are also very foreign, because they are feelings that do not actually belong to him. The auto responder explains himself that he has more feelings on the subject of him having feelings than he has feelings on the feelings themselves.
Edited 2012-11-27 21:20 (UTC)

(no subject)

[personal profile] frottage - 2012-11-27 11:24 (UTC) - Expand

Crown Blanchard/Original character 1/2

[personal profile] logic_and_magic 2012-11-27 05:52 pm (UTC)(link)
Name: Chris
Contact Info: christhehost - plurk , christhehost@hotmail.com
Other Characters Played: Henry Mills
Preferred Apartment: None

Character Name: Crown Blanchard
Background/History:
Worlds Bio
Crown’s world is split off into two parts. The normal, everyday world, where one gets up and gets ready for the day; and the magical world where just about anything can happen. In the magical world, magic is used inside certain families, as magic only ever appeared in those lineages. Magic users are often defined by their eye colour. It usually shows when the eyes appear to shimmer or shine.

However as time went on, there came to be less and less magical families, because they were reproducing with one another. To make sure their world didn’t die out, they began reproducing with non magical people. This proved to be even more of a problem, since the next generation’s magic would be weaker than the last; those with weaker magic could be told apart by the changing of their eye color. In theory, if this continued, magical children wouldn’t be born at all. To fix this they infused the non-magical parent with lots of magical energy and then a small infusion of the magical parent’s blood. This would ensure that when the couple consummated their marriage, the magical energies would pass into the child. This would allow their magic not to weaken any further.

But, because magic had gotten so weak down family lines, the younger generation couldn't use magic in its raw form. This caused an even bigger problem, because, as time continued their magic would vanish all together if it wasn't used. Their children’s magic could grow stronger so long as it was practiced and used enough; as magic in their world was like a muscle. But for the time being they needed to be able to use something to help them practice. They discovered, that if the potential to use magic in it’s raw form was there, these children could use weapons infused with magic. These weapons would help them draw out their hidden strength and fine tune their capabilities, until they no longer needed their ‘Tuner’ and use magic by itself.

The majority of the magical world doesn't seem to care much for the non-magical world. They prefer not to stick their nose in it. The awful truth about it is, the magical world feels they are superior to those without magic. Even if they do not interfere with the non-magical world, they would prefer to have dominion over it. But because of the barrier between both the worlds, those without sufficient skills can't pass into the non magical world.

The magical and non magical world exist on something of a shifted plain. To understand it fully, picture a coin. Each world represents a different face of the coin. They exist side by side but can never touch each other. At least, those born in the non-magical world cannot touch the other side. Anyone from the magical world can pass through the barrier into the non-magical, whether they have magical abilities or not. Those with enough training in magic can easily step pass the barrier. But those born with no magic at all can pass through the barrier because of their connection to the non magical world. With these cases, however, the person does it subconsciously and can simply pass back and forth between both worlds (but only if they were born in the magical world first.) Retrospectively, how a non magical person from the non magical world can pass through is if a magic user takes them through.

Magical families often treat each other with friendly familiarity or with outright contempt. Since magical potential is an important aspect of the magical world, all families are in competition with each other. Because of this, they usually home school their children. This way when the time comes, the person's magic isn't known to anyone but the family themselves. The reason why all the families compete with one another is so they can win the 'Hierarchy's Cup.' What this is, is ascending to the highest point of power in the magical world. To become the king and queen.

The king and queen who rule the magical world are those who win the Hierarchy's cup. When the King and Queen both die, a tournament is held (the Hierarchy's cup.) Each magical family puts up one member of their household from the ages of fifteen to twenty. They than battle in a tournament to see who has the strongest magical potential. Males and females have their own separate tournaments to compete in. The winner of the male's tournament becomes the king and the winner of the female tournament becomes queen. Matches are won by either killing your opponent or having them forfeit. When the King and Queen are decided, the families of the winners are the ruling faction in the magical world. The only way to hold power in the magical world is to continually produce children with the strongest potential and win the cup. The reason why the Hierarchy's cup has not been banned yet is because they do not wish to have weak rulers.

Personal Bio

Crown was born with the capability to be able to use magic, but would require heavy amounts of training to even be able to use a Tuner. However, Crown had a twin brother, Cross, who was born with no magic in him. The theory was, that since Crown was born first, he had taken the magic that was in his younger brother. This left Crown feeling horribly guilty as he had believed to have taken Cross’s chance to use magic. But since Crown was the one born with magic, their father focused on him more than Cross. This was to ensure that Crown didn’t lose his potential at magic. Crown would have given up on it, if only for the fact that he couldn’t live with himself for taking magic from Cross, to throw it away later.

Crown began to hate his father, as the man would continue to drill him everyday to increase his magical potential for the coming of the Cup, while ignoring Cross. But, Crown couldn’t express his dislike or hatred for his training or for their father in front of Cross because of his guilt. So he slowly began to hide his feelings from Cross and everyone else. Whenever Crown tried to bring up Cross during his training sessions, his father wouldn’t answer and just told Crown to stay focused. This left Crown to distrust and hate his father more and more. He couldn't understand why his father never wanted to talk about Cross. So Crown developed an honest personality because his father would never tell him the truth on matters of Cross. With the added stress of someday being put into the Hierarchy's cup, Crown had to grow up fast. He would put on a serious façade in front of others to keep them from worrying.

By the time he was ten, his father gave him his ‘Tuner’. It was a sword that was capable of controlling the four elements to a certain degree.

Meanwhile, Cross had gotten the idea of becoming a hero. His brother wanted to save people and bring both magical and non magical parts of the world together. He had confided in Crown about it and Crown thought it was a ridiculous idea. When Cross said he was going to go out and fight crime, Crown instantly told him that he shouldn’t. But because of Cross’s hard hardheadedness, Crown went along to make sure his brother wouldn’t get hurt. They had chased some bank robbers into a construction site and that’s when the accident happened. Crown had used his sword to blow back one of the robbers but lost control of the sword for a moment causing an explosion. Crown had been fine and so were the bank robbers (who were unconscious at that point) but Cross had lost an arm.

Having hurt his brother, Crown never told Cross at what happened; in fear that his younger brother would hate him for what he did. Crown soon became much more protective of Cross and wouldn’t allow the boy to go out fighting anymore if he could help it (which he couldn't). But Crown made sure that he would continue to practice, so he would never lose control of his weapon again.

However, Crown and Cross were left in the dark about something with the magical world. The worlds can't physically touch one another. When at times they were going to fight crime in the non magical world, Cross was actually pulling them both into it subconsciously. The only reason why Cross could pull both of them was because they were twins and shared a link between each other. Their father had kept Crown oblivious to the fact of the barriers, merely hand waving that the magical world was hidden through a very good illusion. In reality, their father was going to use them to shatter the barrier.

Their father's reasons for this was like most of the other magical families. Non magical people were lower, inferior, and needed to be controlled by magic. But because of the barriers only very skilled magic users could pass through and even than it wouldn't be enough to conquer. So their father devised a plan. If he could somehow have his wife bear twins, he could be sure that the infusion of magic was transferred to only one of the twins. This way, the other child's body would reject magic and be able to nullify it. But also be able to pull both twins back and forth between the worlds subconsciously. He wanted the twin with magic to see all the ugliness of the non-magical world, so for when the time came he could enact his plan.

When the time came for the Hierarchy's cup, if Crown's potential was strong enough to take the seat as king, Crown could gain enormous amounts of power. Also, with Cross's nullifying of magic, their father intended him to be a sacrifice and allow that power to escape from the boy's body. Once Cross was between worlds and he died, the power would be let loose. This way it would collapse the walls dividing the world so that the magical world could invade. All that was needed was for Cross to die. So their father began slipping him ideas of becoming a hero.

The only piece their father needed was to find a good reason for this invasion, which he already had. He would simply lie to Crown (believing that his son would buy this) saying that the non magical people of the other world caused his death. Knowing that Crown's love for Cross was so strong, his father would intend to use that to fuel the invasion and take control of all the non magical folks.
Edited 2012-11-27 17:54 (UTC)

Re: Crown Blanchard/Original character 2/2

[personal profile] logic_and_magic 2012-11-27 05:54 pm (UTC)(link)
Personality: He contrasts greatly with his younger brother, Cross for his hyperactive and happy nature. Since he was born as the older brother he plays the part completely to a T. He is mature, quiet, and rather protective. Crown’s maturity would be odd for someone his age. It was because from a young age, he was saddled with the fact that one day he would inherit his family's title. With being raised to be the candidate for his family, Crown learned that he should remain stoic and quiet. He only ever speaks when necessary or if spoken to.

Crown is fiercely protective of his younger brother and those he comes close with. Crown is reserved to help others, believing they should solve their own problems. Around Cross, he does help others more willingly, if only to live up to Cross's ideal of magic. He does, however, become protective of those younger than him. His focus of his protection is mainly on his brother. Though he believes his brother is foolish, it doesn’t stop him from caring dearly for his brother. Because Crown cares so much for Cross, Crown tends to dislike those who go out and make Cross unhappy.

Because of his quiet and serious nature, Crown has a hard time expressing his emotions. It also makes him have a hard time dealing with emotional situations. Sometimes he believes his heart is dead, since he doesn’t know how to comfort others when they’re hurting. Even when Crown himself is hurting he doesn’t know how to express his feelings properly, so he tends to act cold and distant. He tends to offend others because of his lack of understanding emotion. When he's trying to come from a logical stand point on something, he completely forgets/neglects the emotional side of things. When it's pointed out to him, Crown becomes very apologetic as he realizes after the fact that he has done something wrong. But it needs to be bluntly told to him. If someone is vague on the matter, Crown will just become frustrated to the situation. Crown is not empathetic, but, he has a much better judge of character than Cross does. Crown believes there are some people who will never change.

Crown is good at understanding sexual jokes and innuendos of any kind; but he becomes extremely flustered and confused when such things are said. For being emotionally awkward, Crown is able to perceive romantic love. He can clearly figure out what it is and what is needed to make a relationship work. He is just unsure if he could clearly work in a relationship because of his deadpan and blunt nature. When faced with a romantic situation, he becomes very flustered and loses his composure. This usually leads to him being unusually clumsy.

Crown hates people who are dishonest. He’d rather be told the truth outright than fed lies overtime. Since Crown highly values honesty, if he feels like he has been betrayed, whatever trust he’s given, it is instantly lost. What’s worse is, Crown will have a hard time forgiving the person depending on what they did. For him, there are no second chances. If he decides not to trust you anymore you may never regain it again. It is difficult to get back into Crown’s good graces, but possible if enough effort is placed into it. So if you decide to tell him something, be sure you’re telling the truth or don’t say anything at all.

The reason Crown is so protective of Cross is because he had received magic during their birth, and for causing Cross's accident. Crown was left feeling horribly guilty at his younger sibling’s mistreatment and began feeling contempt for their father. He had felt that most of Cross's problems had stemmed from himself from his neglect to not having magic. Lastly, it's because of the accident. It has left Crown hating himself for causing so much misfortune for the brother he's supposed to protect. This factor about himself has left him to be a bit hypocritical towards his younger brother. Only around Cross, Crown lies, if only to avoid the eventual question Crown has to face, 'Do you hate me?'

Because of Crown values honesty, he is extremely blunt. He will tell someone outright what he thinks, no matter what it is. So in social situations he tends not to have any tact. His blunt nature does seem to vanish at least somewhat around the presence of children. Because they are much younger than him he feels a brotherly affection. When he feels the need to be honest to kids, he will try and be gentle about it. To those close to his age and adults, he holds nothing back.

Crown is very much a realist and logical. He doesn’t believe everyone can be saved, like Cross does, and knows for a fact magic can’t solve the world’s problems. Crown isn’t unwilling to go out of his way for people, but believes they should try and solve their own problems. If it comes to his attention though, Crown will step in to do something. Crown does have a bit of a temper when it comes to his stature. He feels that it does not make him appear intimidating enough to his enemies. He usually takes great offense when called short and will lose some of his cool. What tends to happen is he becomes very irate and unresponsive but vents his frustration by breaking things.

Crown prefers to directly to confront a foe, rather than using stealth to take them out. He feels that this way he can get a better sense of who he is fighting rather than attacking from the shadows. But he lacks creativity that Cross has to adapt to any situation. He tries to plan things out first before he takes someone on, where Cross rushes in. He isn't above playing cheap if it’s towards someone who wouldn’t play fair to begin with. But Crown is only willing to go so far as to not drag others into it.

Crown can be extremely stubborn when he wants to do something. He feels he needs to burden himself with everything and not ask for help from anyone. But when it comes to him needing others, he feels the obligation to earn that person's help. He will either challenge them or offer a single request for their help. If the request is taken he will not back out of the agreement. He only backs out of a request if it goes against his moral compass. The only thing he doesn't rely on people for is when his emotions get the better of him.

Crown dislikes those he considers arrogant. He will often drag those people (or at least try) down to earth to remind them they are not as high and mighty as they think. This usually is pointing out all their faults. Because of his dislike for arrogance, Crown does not think highly of himself. He doesn't have an inferiority complex, he's just very humble when it comes to his achievements, noting them as nothing worth while.

If someone was willing to sit down long enough with Crown and become his friend, his cold and logical face would melt away. When he is in company of people he trusts the most and considers friends, he can loosen up. He can calmly joke with others and still laugh along with them. His humour is at best, witty and dry. He is even much kinder in this state and if a friend is in need of it, he will offer reassurance. It doesn't negate the fact that he is emotionally oblivious, but he places more tact and thought into what he says. When he does become good friends with someone, they should be prepared for his constant protection. If someone messes with someone he considers a friend, he will double the pain the person inflicted on his friend.

With children, he is often much gentler with his words and placing a lot of restraint on himself. Like with people he knows closely, Crown is capable of showing his better qualities around younger individuals. He tries to be playful around younger kids. He is willing to go along with any of their games if it makes them happy.
Abilities/Powers:
Crown's magic is all dependent on how strong his mind and potential for magic is. With magic in his world, it gets stronger in a person the more they use it. But a strong mind is needed to keep from exhausting from using it so much or from it going berserk.

Crown is only capable of using magic with his 'tuner' sword and creating a limited number of swords. Overtime, the more he uses his magic it will become stronger.

What his sword his capable of doing is using the four elements (wind, fire, water, and earth.) Water and earth need to be close by if he wishes to use these two though. With all the elements he can blast enemies with them, but each element is capable of things on its own with his sword. With water, he can create high pressured hoses of water or freeze water and fire ice shards at his enemies. With fire, he's capable of creating streams of it or a wall. With Earth, he must stab his sword into the ground and slash it, when he does he can either fire boulders at people. He can summon spikes or pillars to shoot out of the ground towards his enemies, or create walls with them. Lastly, with wind, he can simulate flight or blasts of air to knock his opponents away.

With object creation, he is capable of creating up to ten swords with his current magic potential. He often uses these as spare weapons if he somehow loses his sword or uses them as projectiles (alongside his wind manipulation ability) to cause more fatal harm.

He has learned to create minor barriers, being frontal shields out of magical energy so far. However, if he were to use it takes a large amount of focus to keep it up, especially if it's being bombarded with attacks.

His magic is not infinite though. All his energy comes from somewhere and that energy is taken from his mind. Like a person's body when they do physical activities they become tired after awhile. It's the same with Crown's magic as his mind will become tired. Effectively he can run out of steam.

Crown has enough training in hand to hand combat to be able to take someone down about relatively his size. He is also able to preform acrobatics, though his landings aren't as graceful without his magic.

For his age, he is an expert swordsman having trained from a young age to excel quickly in the art . He is capable of going toe to toe with someone trained in swords that has probably had more life experience than he is. This is only because he had a rigorous training regime placed upon by his father.

Unknown to Crown, his magic potential has given his mind and emotions a mental shield. Because of Crown's personality and how he is very guarded with his feelings, his magic has subconsciously put up a mental wall. For anyone who uses mind reading or empathy reading, Crown's mind and emotions seem almost nonexistent. Strong mind readers may be able to find cracks in his mental wall and view tiny fragments of what he's thinking, but other than that, he's completely unreadable. His mental walls only seem to come down when he begins feeling so overwhelmed that all of his emotions come out all at once.

When this happens, his magic becomes unruly. He loses control over it causing his magic to backfire or unleash his backed up emotions.

Items/Weapons: Crown will have his Tuner sword, his barrier clothes (magical clothing that acts as armor), and a picture of his brother and him.
Sample Entry: First person sample
Sample Entry Two:
Another day in Haven, another day away from home. Truly this was becoming tiring for the teenager. He had been here for almost two months and there was still no way home. He had none of his books here so he couldn't read anything on dimensional travel, and, even if he did they would have been blank anyways. It was becoming frustrating beyond anything. But, Crown didn't let it show on his face. He continued to carry the mask of apathy. It was all he could do. There were children around and by remaining stoic and silent he could only hope they wouldn't worry as much. But, he was never good at knowing if things like that would work.

He knew he had a hard time perceiving emotions and trying to look on the emotional side of things, but no matter what he would always slip on that fact. For right now however he would push his thoughts away. There was no time to worry or feel guilty over his general emotional awkwardness. It wasn't going to solve anything. He needed to remain focused. If he did that, he could get through this, he'd be able to stay strong this way. Even if he had to hide his own pain from both himself and others it would be fine. After all, someone with a dead heart didn't deserve to feel fear here.
surpassing_god: (Default)

Black☆Star | Soul Eater | Not reserved

[personal profile] surpassing_god 2012-11-27 09:01 pm (UTC)(link)
Name: Hydok
Contact Info: [plurk.com profile] hydok
Other Characters Played: N/A
Preferred Apartment: With Maka and Soul, if possible (#3.002)

Character Name: Black☆Star
Canon: Soul Eater (manga)
Canon Point: Chapter 104
Background/History: Wiki
Personality: Black☆Star is at first glance kind of familiar to most manga fans, in the sense that he's a loud, obnoxious ninja with bright hair, little-to-no talent for stealth, a less-than-stellar reputation among certain people, and an absurd desire to be the most well-known and powerful character in the entire series. He's also a character who develops immensely over the course of the series, though he never loses the incredible drive and ambition that characterize him throughout the series.

Early on in the series, he's loud, impulsive, more prone to causing problems than fixing them, a bit overpowered with the obvious drive to become more powerful, but lacking the focus and maturity to handle his abilities and ambitions. He lags behind his classmates in terms of the amount of souls he and Tsubaki have taken, because he's literally too noisy to effectively carry out any assassinations. In fights, he is sometimes competent, but his raw potential is often overruled by his impulsivity. For example, during one fight early in the series, he manages to lay out a perfect trap for an opponent, showing off his capabilities as an assassian, but also catches some of his allies as well, since he wasn't paying any attention to their positions.

Still, even before his blatant character development, Black☆Star shows obvious positive traits. He's incredibly devoted to his friends, and will do absolutely anything for them. Once you have Black☆Star as a friend, you have a friend for life, one that will never leave you or let you get too deeply into trouble. He is also incredibly driven, though that can be a negative as well as a positive. Black☆Star is the kind of person who will not ever let anything get in his way, and who will always, always find a way to succeed. He may not have as many supernatural abilities that his other teammates do, but he more than makes up for that in determination, physical skill, and reliance on his partner Tsubaki's abilities.

As I mentioned earlier, Black☆Star undergoes a massive amount of character development over the course of the manga, driven in particular by two specific opponents. One of these opponents, the samurai Mifune, is a master of the "infinite sword style", and an opponent Black☆Star encounters in the first chapter of the manga. Mifune is more than a match for Black☆Star, providing for the first time an opponent who Black☆Star wants to defeat but cannot. Mifune pushes Black☆Star along a path that could lead to either a warrior or a demon, and for a while, it looks like the assassin was heading down a road that would end badly for everyone involved. Black☆Star does eventually defeat Mifune, showing his intention to follow the Path of the Warrior, and his acceptance of the responsibilities that decision will require.

The other character who drives Black☆Star's character development is Death the Kid, the son and heir of Lord Death, and the god that Black☆Star is determined to surpass. They're teammates and friends, but also constantly aware that the other exists as their opponent. Kid is someone that Black☆Star cannot actually surpass, despite the assassin's constant attempts. This continual, ineffective attempt, combined with Black☆Star's losses to Mifune, eventually drives Black☆Star to a point where he picks a fight with Kid with the intention of fighting to the death. Kid knocks some sense into Black☆Star, thoroughly beating him up but not killing his friend. Black☆Star is later the one to rescue Kid from being kidnapped and driven insane, a plot move that annoyed some fans, but makes sense from the point of Black☆Star needing to protect his friends and repay Kid for knocking some sense into him earlier in the series.

Overall, Black☆Star goes from immature, impulsive, obnoxious, and not quite able to handle his powers, to a character who (while still incredibly impulsive, something of a perpetual motion machine, and prone to dick jokes) is aware of his limitations and his potential, able to properly manage his abilities, keeps his friends safe, and won't let anything get in his way but won't let setbacks break him down.

Abilities/Powers: Oh abilities in Soul Eater...

For starters, Black☆Star is a meister, which means he uses a Demon Weapon, which is a human that transforms into a weapon (or a weapon with a human form, depends on who you're asking). The majority of Black☆Star's abilities rely on Tsubaki, his weapon partner. Tsubaki is a multi-form weapon, who can transform into a smoke bomb, an oversized shuriken, a kusarigama, a short-bladed ninja sword, and a katana known as the Uncanny Sword.

Black☆Star is able to use all of Tsubaki's weapon forms, and is especially skilled with her kusarigama form. He uses the chain-scythe to set traps, to tie up opponents, and to tangle up his opponent's weapons.

One of the major concepts of Soul Eater fights is the idea of Soul Resonance, wherein a meister and a weapon link their souls together and gain enhanced abilities. In general, a meister and a weapon cannot fight together if their soul wavelengths don't match up, and Soul Resonance involves taking those matched wavelengths and using them to amplify each other. So, when Black☆Star and Tsubaki resonate, their abilities increase. Black☆Star's speed increases to supernatural levels, and he can use Tsubaki's chain scythe form to create energy shields.

Another of Tsubaki's abilities is the Uncanny Sword mentioned earlier. A weapon form passed down through generations of Tsubaki's family line, it is incredibly powerful, but it consumes the soul of the person wielding it. Black☆Star managed to gain control over the Uncanny Sword (and stop it from eating his soul), by showing the strength of his will as a warrior to the spirit of Tsubaki's clan contained in the sword. When using the Uncanny Sword, Black☆Star gains control of shadows, using them like extra limbs, allowing him to restrain and cut his enemies. He also has access to incredibly enhanced speed, to the extent that his speed creates after images with physical mass, allowing him to strike his opponents multiple times in rapid succession. While using this form, Tsubaki can also transform into an exact copy of Black☆Star, mimicking his soul wavelength and attacks.

While Black☆Star doesn't have the same amount of sixth sense abilities that the rest of his friends have, he can access soul perception abilities using Tsubaki, tracking and doing slight analysis on other souls in the area.

Those abilities all require having Tsubaki with him, but he does have abilities he can use on his own.

Despite his lack of sixth sense, he can weaponize his soul wavelength, blasting opponents directly in the soul. This attack is two-fold, in that it hits the soul directly, stunning them, but also affects them in a similar way to being electrocuted and being hit with a strong physical strike.

In the Soul Eater world, insanity is a soul-based infection that causes hallucinations and destroys rational thought patterns but grants increased power. It can be resisted in several ways, either by an innate anti-insanity wavelength, by complete emotional detachment, by sheer force of will. Black☆Star doesn't have that anti-insanity wavelength or emotional detachment, but he does have enough willpower to just plain ignore insanity. He can also intentionally allow himself to go insane, which ups his abilities, then gets rid of the insanity when he's finished the fight. This has the danger that one day he won't be able to get rid of the insanity, but Black☆Star isn't someone who will allow himself to actually think of the risk. In his mind, he will always be able to defeat the insanity infection.

Black☆Star is also highly trained as an assassin, skilled in the "Way of Assassination", with principles including "Blend into the shadows...Hold your breath...And wait for your target to let down his guard", "Tune into your target; know his thoughts and actions", and "Strike your target down before he is aware of your existence". Usually, Black☆Star ignores those principles in favor of loudly announcing his presence and dropping straight into the middle of a fight, but when he does use his training he's nearly unstoppable. He's also incredibly physically strong, fast, and skilled at hand-to-hand combat.

Items/Weapons: He's... not the kind of guy that carries stuff around with him. He'd probably just have his clothes and a wallet with some money, his apartment key, his student ID, and a little pocket mirror.

Sample Entry: Link to meme thread
Sample Entry Two: Black☆Star wasn't the kind of small fry to worry about weird things happening to him. Waking up in a weird apartment building no idea how he got there and no idea where he was and no idea where Tsubaki is? Not a problem. Black☆Star is godlike enough to handle this. He's not freaking out at all, no way. He's totally calm and controlled right now.

He is supposed to be on the moon fighting the Kishin and saving the world.

So the first thing he has to do is pull out this weird radio thing and make an announcement of his presence. That should get people showing up, telling him what's going on, where he is, and how to get back home.

The second thing is to try and find his own way back, since he can't rely on the losers who live around here to give him any kind of decent help. He's great enough to find his own way out without any help.

Re: -> REVISE

[personal profile] surpassing_god - 2012-11-28 21:42 (UTC) - Expand
twentystakes: (Default)

Willard H. Wright | Umineko No Naku Koro Ni | Not Reserved

[personal profile] twentystakes 2012-11-27 09:21 pm (UTC)(link)
Name: Yasser
Contact Info: AIM: bleachninja12
Other Characters Played: N/A
Preferred Apartment: None

Character Name: Willard H. Wright, Chief Inquisitor of the SSVD
Canon: Umineko No Naku Koro Ni
Canon Point: Before the beginning of the seventh game, not too long after handing in his resignation for the SSVD

Background/History: Willard's page on the Umineko Wiki
twentystakes: (Illusions to illusions.)

Willard H. Wright | Umineko No Naku Koro Ni | Not Reserved

[personal profile] twentystakes 2012-11-27 09:22 pm (UTC)(link)
Personality: Willard, at a first glance, appears to be a rather stoic, aloof sort of man. When he speaks, he’s quick to get straight to the point, often not choosing his words carefully and coming off as rather blunt and rude, simply because he is speaking his mind. It is a kind of sincerity he holds, and though it tends to rub people the wrong way, it may also help at moments when he speaks kind words or words of praise. Just as his mouth clearly speaks what’s on his mind, it also speaks what’s in his heart. And though he may say some caustic words, he always means well in his speech and actions. When it comes to dealing with others, Willard may come off as a bit awkward and keep to himself, though that’s not to say he dislikes the company of other people. He always speaks of the importance of remembering the hearts of others, the sincerity underneath the lies, and is honest for that reason. To him, all humans are riddles wishing to be solved, and by seeing through to the emotions and feelings that others hold, he can understand anyone. And he’ll be sure to let them know that he does, no matter how rudely he’ll say it.

Willard is also a highly intelligent man. His reasoning and deduction skills are among his strongest tools as a person, and he can find the answer to most problems if he is even a chance to think on them. No trick can hide its mechanisms, and no illusion can stand its ground. He can also handle situations on the spot, thinking of the best course of action quickly and effectively. It is this intellect, in combination with his understanding of others, which allowed him to be such a fearsome detective as the Inquisitor of the SSVD.

However, though he is incredibly smart, he is also very picky and generally disinterested with many of the things around him. He was the same with the cases he chose to uncover, disregarding most, but once he was interested in one, he worked to an almost obsessive level and destroyed the lies surrounding it. After that, it was back to not holding much interest in anything else.

Since his resignation from the SSVD, he likes to spend most of his days in leisure with his cat (on whom he dotes incredibly on), doing not much else. He does not give much attention to his eating habits or sleeping schedule, and won’t put forth any energy if he does not feel like it would be worth the trouble. Because of this, he comes off as incredibly lazy and can be seen as, for lack of a better word, a bum.

Abilities/Powers: Willard fights through the use of a black, katana-like sword, which he can summon and retract at will. Though the sword is not made of metal, it still holds all the physical properties of a normal sword (if the blade is touched, it will feel hard, and it’s edge is sharp). However, Willard can only cause damage with the sword by announcing one of his “Twenty Rules”, which must hold true in order for any harm to be inflicted onto his opponent. (While it is not exactly the same thing, an easy way to think about it would be to imagine those rules as incantations for the power behind the sword) The rule does not necessarily need to be called before the sword can be swung, so long as it is fulfilled. A simplified example:

If Willard was facing a pair of serial killers who worked together, he would be able to inflict damage upon them based on Van Dine’s 12th: There must be but one culprit, no matter how many murders are committed. Since this rule is fulfilled by the presence of a pair of killers, he would be able to hurt them. He may announce the rule before OR after the attack, since either way, the truth of the situation is not changed.

A list of the “Twenty Rules” Willard enforces can be found here.

Should he state the rule, and the conditions be fulfilled, a slice from the sword would cut down his opponent, regardless of whether it’s human, monster, or even an illusion. If he cannot make any of the rules work, he will be unable to inflict damage with the sword. In cases like this, he is also a strong, capable fist fighter, though nowhere near as fearsome unarmed.

Items/Weapons:
  • A necklace with an anchor shaped pendant
  • A pair of reading glasses
  • His blue overcoat, which was part of his uniform before he retired from the SSVD.

Dilandau Albatou | Escaflowne: A Girl on Gaea

[personal profile] impure_dragon 2012-11-28 12:46 am (UTC)(link)
Name: Dilly
Contact Info: dilandau.firestarter@gmail.com
Other Characters Played: None
Preferred Apartment: None.

Character Name: Dilandau Albatou
Canon: Escaflowne: A Girl in Gaea
Canon Point: The end of the movie, just before his final scene.
Background/History: A very complete synopsis of the film If you want me to write my own version, let me know.
Personality:

Dilandau is a soldier. This is the first and most important thing to understand about him, as it shapes his outlook and his decisions on life greatly. Not only is he a soldier, but he’s a talented one and he knows it. He’s brimful of the confidence/arrogance that can be found in a person who believes he can defeat anyone who challenges him.

As Dilandau is incredibly confident, handsome and a talented fighter, he has a certain kind of charisma. He manages to inspire deep loyalty in his soldiers, though they are doubtless aware of his faults. While he lacks empathy for those who fall in battle, he doesn't disdain the men who can keep up with him. He prefers to have company over being a loner, especially company that looks up to him. As long as they can meet his expectations, so the unspoken promise goes, they can follow him into glory.

As for challenges, he seeks them. He feels most alive when he’s in the thick of battle, cutting down his enemies in a rush of giddying adrenaline with his men at his side. He’ll impulsively plunge into a fight, even if his orders are only to launch a feint attack, as long as he thinks he can get away with it. After all, as long as he completes his objectives, why not have a little fun on the side? He’s known to break into manic laughter while charging around in a fight.

However, this thrill seeking isn't any indication that he doesn't value his own life. On the contrary, he’ll struggle and scream and attempt to flee if he finds himself trapped against an enemy he’s got no hope of defeating. He’s got a lot of pride, but not enough to let it lead him into death’s jaws.
Dilandau has a malicious streak. He’ll taunt his enemies if he’s got a moment and has no qualms about striking down the weakest members first, seeking to enrage his true foes while playing with them. However, he’s not the sort to leave them alive to come back another day in the hopes of further amusement. When he wants to defeat someone, he’ll defeat them utterly there and then.

When he’s not impulsively plunging into thrills, Dilandau is a practical person. He’s not one to dwell on existential questions or the greater picture. He’s roamed the wilds before, cold and hungry, so he knows that the most important things exist in the here and now. As such, he’s more likely to put value on having a reliable food supply and being on the winning side over such abstract questions as whether his actions are morally correct.

He’s also not someone who gets particularly attached to others, either because of being raised as a child soldier or because of his innate personality. If someone dies, it’s too bad, but really it’s their own fault for being too weak. He has little sympathy for the misfortunes of others, since he’s made his own way up from nothing on his talents alone. Suffering, misery and misfortune are the fault of the person who experiences them in his view. On the flip side, he sees that glory and happiness are things to be snatched from life's gullet rather than he passively waited for.

With such a naturally domineering personality he doesn't react well to having someone in charge of him. As I mentioned before, he’ll bend and break rules if he thinks he can get away with them, or if he decides he knows best. He resents people having power over him, especially someone who can defeat him. He hates Lord Folken as much as he fears him, and those fears are completely founded, since Folken isn't above breaking bones to make a point. In a scene showing Dilandau’s punishment we see clearly that though Dilandau will bow his head at first in the hopes of escaping harm, he’ll lash out after he’s been hurt even if the only result is annoying Folken enough to lead to more pain. All in all, he’s a bit short on good judgement when it comes to keeping his superiors happy.

A good bit of the mania, the impulsive drive for escapist thrills and the aggression might be due to the stress of having to work for a man who can break him as soon as he’s no longer useful. By the end of the film Lord Folken is defeated and the Black Dragon Clan crumbles. In Dilandau’s last scene in the movie we see him as we never have before: relaxed, positive and calm. Free from the restraints of the man who controlled him, he’s able to finally live the life he wants: with a good horse, a sword on his hip, and some men he trusts behind him to wander out across the wide world. He knows how the world works and thus knows he and his men won’t starve: there’s always a war somewhere to fight

Abilities/Powers:

Dilandau is a Cavalry officer of the Black Dragon Clan, which means he’s a competent horse rider and very good in a battle. He uses both a sword and a spear in an ambidextrous fighting style, wielding whatever weapon is most appropriate at the time in the most convenient hand. As an officer he’s got some talent for directing men in battle, but his strategising is badly affected by his battlelust.

Dilandau is also a descendant of the Dragon Clan, albeit one of impure blood. Unlike the pure-blooded members of the Clan he doesn't have feathery wings, but he possesses their magic. This manifests itself as an ability to emit blasts of force from his forehead. These blasts are powerful enough to rip up loose rock or to throw people away, but can also be focussed down to small areas. Dilandau’s shown to have speedy reflexes and precision with this magic, as he manages to halt shards of his shattered sword flying at his face and fling just the sword tip back at his enemy.

Here is a gif showing said ability

His ancestry also allows him to pilot the Alseides. This ancient armour is a giant, semi-organic mecha that has to be plumbed into the bloodstream of its pilot in order to activate and synchronise with them. With the Alseides Dilandau can fly, produce and throw spears large enough to destroy buildings and spew massive gouts of flame. However, awakening the armour is a long, painful and dangerous process that involved dozen of needles into his veins and electric shocks and can’t be done without a few magicians nearby. Even if the Alseides hadn't been mulched by his enemy, Dilandau would need a very good reason before hopping back in.

Items/Weapons:

Dilandau will arrive with his sword, a small kit with which to care for his sword and a spare change of clothing.

Sample Entry:

[Dilandau’s stalking through a street as he makes his video. Though he’s making no effort to hide himself, he’s wary of his surroundings. His gaze frequently flicks away from the camera to check the shadows around him.]

If I’ve worked this box out right everyone I’ve watched so far can see me like I’ve just seen you. I don’t want to hear from any of useless whiners. I want to speak to the brazen bastard who thought he could get away with kidnapping me. Show yourself now or I’ll-

[The picture swings away from his face as he suddenly diverts his course. We see his left fist grab the broken end of a bent railing. He tugs it once and it doesn’t move. He tugs again, huffing with effort, and the rail snaps at the bend as if an invisible hammer struck it.

He swivels the camera back to face himself and grins sharply. A trickle of sweat runs down his temple]


Show yourself to me now or I’ll hunt you down. [We hear a rhythmic clang as he taps his rail against his shin guards] The longer you make me wait the more I’ll enjoy our meeting.

Sample Entry Two:

The town that Dilandau woke up in was like nothing he had ever seen or heard about before. He didn’t like that one bit.

It wasn’t that he’d roamed continents, but he’d heard plenty of stories, both in his wandering youth and in his time as part of the Black Dragon Clan, where he’d occasionally quiz diplomats on the more interesting points of foreign weapons and fortifications. Nothing in this town rang true with the stories he’d absorbed. Even the black rock the streets were paved with was completely alien to him.

Unsure of what to do, he crept through the night time streets, looking for something that might place which far-flung land he’d been dragged to and, more importantly, for a horse or airship to steal.

A sliver of moonlight shone through the clouds and Dilandau darted to the cover of a nearby building, unwilling to be seen by whoever might be watching from the darkness. He kept still, his ears pricked for any sounds of approach as he waited for the clouds to dissipate far enough for him to see what phase of the moon it was.

What he saw made him gasp and cringe back into the shadows. He rubbed his eyes, blinked and stared again, but the terrifying sight didn’t change. The moon that hung above him was utterly alien, devoid of the great symbol carved by civilisations long dead. The magnitude, the impossibility of the situation froze him where he crouched. If this wasn’t some hallucination then it wouldn’t matter where he ran, for he wasn’t going to reach any land he knew.

Eventually he prised himself up from his crouch and began slinking back through the shadows towards the apartment he had come from. This was far too much to make a decision on in one night. Until he worked out what he needed to do he had to concentrate on survival.
Edited (correcting a broke link in the history section) 2012-11-28 18:22 (UTC)
cashflow: <user name=smallclocks site=livejournal.com> (pic#3990385)

michiko malandro | michiko to hatchin | reserved

[personal profile] cashflow 2012-11-28 02:25 am (UTC)(link)
Name: Ida
Contact Info: [plurk.com profile] idahna | [personal profile] ida
Other Characters Played: N/A
Preferred Apartment: Up to the mods.

Character Name: Michiko Malandro
Canon: Michiko to Hatchin
Canon Point: Episode 18; "Fool's Ballistic Samba"
Background/History: Michiko to Hatchin @ Wikipedia

Personality:

Environment influences personality. Michiko Malandro is no exception.

At her very core, Michiko is a street criminal. Long before she was ever in contact with law of any kind, she was getting herself into trouble: disrespecting those who took care of her, stealing from others, and fighting with those considered her only real assets. She spouts off profanity at whim, she yells in public, she smokes cigarettes, she drinks, she spits, and holds no deference to authority figures of any kind. If not spurred to self-serving action, she's lazy -- preferring to hand menial jobs over to someone else, whether they are capable of performing them or not. What she doesn't receive, she gets by means of threat and intimidation, often combined with a steadfast sense of invincibility. Talking things out is a foreign method of reconciliation -- it takes too much time that she never seems to spare. Holding up a gun or crowbar in the face of a unsuspecting individual gets the job done on the double.

What skills Michiko possesses make up for her lack of common sense. Unlike most seasoned criminals, who have learned to distinguish truth from falsity, Michiko is disturbingly naive and easily swayed by attractive bait, whether it be a bogus fortune teller, a pseudo-witch "doctor", or an attractive man with ulterior motives. Decision making is based on in-the-moment spurs of impulse, without regard to consequence or potentially-fatal repercussions. It's the street smarts and the impregnable will that keep her alive, despite the numerous times she's been at Death's Door. Her attempts at being sly or elusive always go up in smoke due to careless mistakes: Michiko's aptitude for planning ahead is pretty much nonexistent. Diversions that could make life easier are often too complicated for Michiko to carry out, and as a result, everything she has ever done was achieved the hard way. She can't operate effectively solo for too long, as much as she'd hate to admit. Inadvertently, others have to interject to help her out of a situation she's put herself into. In this nature, she's open for manipulation and exploitation from those who are smarter than she is -- being jailed in the Diamandra for eleven years was the result of such. It doesn't slow her down, thankfully; Michiko owns up to a impressive fearlessness and endurance for pain. To call her "plucky" would only be scratching the surface. The same with "reckless."

Michiko is not a hardcore mobster, and she's never killed a soul. Thieving and assault is more her forte. Whether she has a principled opposition to when murder is yet to be seen, but truthfully, it's because Michiko has never felt the need to kill to get far. To those she presumes her allies, she'll put her unyielding trust. (Whether they actually have Michiko's intentions in mind or not.) Get on her good side by means of sincerity or delusion and Michiko will have no qualms with confiding her most precious resources with you -- a weakness that has put the people who matter most at risk. Michiko doesn't seem to hold grudges for very long, and is somewhat idealistic when it comes to romance and forgiveness -- after eleven years dolling through from Hiroshi's betrayal, her love for him wills her to drive her across the country to find him, after the fact. She gets possessive at any hint of Hiroshi having any other "potential" lovers, even though it's been more than a decade since she's last spoken to him. Once she's grown fond of you, the feelings are there to stay, by means of force if necessary.

Michiko Malandro's personality shines through most due to the juxtaposition of Hana, or "Hatchin", as she affectionately calls her. Michiko's reason for rescuing Hana was solely to use her as cannon fodder to find Hiroshi, and despite being only nine years old, Hana knows more than anything that Michiko was submerged in idealistic fancies about his existence. Hana's mental age surpasses Michiko's by a long shot, which lends itself to arguments that end up serving Hana's favor. Hana is mature, Michiko is immature. Hana is level-headed, Michiko is careless. When the excuse "I'm the adult here" fails, Michiko throws a tantrum akin to a six year old child, waded out by her four foot tall companion. Yet, their common goal keeps them close and closer. As it became increasingly more obvious that Hiroshi left his daughter and lover due to cowardice and self-indulgence, Michiko and Hana's bond only strengthens. With Hana portraying the quintessential role-model for growth, a softer side of Michiko emerges as she begins to 'grow up', in a sense -- becoming more patient, mindful, and almost mother-like. Her goal transforms from "finding Hiroshi" to "protecting Hana at all costs."

Abilities/Powers: 

Michiko has no super abilities or powers that go beyond the capability of normal human stamina. However, she is by no means weak. Her environment lends itself to improvisation, and thus, fighting ability are formed.

Since Michiko to Hatchin takes place in Brazil and Michiko's fighting methods are very pronounced, it's safe to assume that Michiko is well-practiced in the art of Capoeira. Here is a snippet from the Wikipedia page for better comprehension:


"The ginga (literally: rocking back and forth; to swing) is the fundamental movement in Capoeira {...} One is to keep the capoeirista in a state of constant motion, preventing him or her from being a still and easy target. The other, using also fakes and feints, is to mislead, fool, trick the opponent, leaving them open for an attack or a counter-attack.Most Capoeira attacks are made with the legs, like direct or swirling kicks, or knee strikes. The head strike is a very important counter-attack move. Elbow strikes, punches and other forms of takedowns complete the main list.
The defense is based on the principle of non-resistance, meaning avoiding an attack using evasive moves instead of blocking it. A block should only be made when the ginga is not possible. This fighting strategy allows quick and unpredictable counter attacks, the ability to focus on more than one adversary and to face empty-handed an armed adversary."


Michiko primarily kicks and punches with an array of snake-like precision to disarm her opponents. High-heeled crotch-kicks are not beneath her -- Michiko fights to win, not for impertinent honor or dignity. She is also remarkably strong for her build, seeing as though she has the capability to hold a grown man, dangling from a skyscraper via rope, using nothing but her teeth. Hands tied behind her back, to boot.

She's proficient with a gun, and can shoot long-range with consistency and accuracy. Any mechanical devices, in general, she can use to her favor even if she was previously green to their workings. This includes pulling impressive exploits with automobiles of most kinds.

Michiko is shown to have a remarkable pain-threshold. She's resilient to most forms of crippling injury until she's no longer under threat. She has fought through numerous beatings, and a tranquilizer gun to the shoulder. Too much stress is bound to take it's toll, however; she often suffers from "burnouts" that last weeks on end until she regains her momentum.

Her recklessness is her primary weakness. Even if surrounded or ambushed, she won't surrender kindly without an attempt at balancing the scale first.

cashflow: <user name=gulagparenting site=livejournal.com> (pic#4026663)

michiko malandro | michiko to hatchin | reserved

[personal profile] cashflow 2012-11-28 02:27 am (UTC)(link)
Items/Weapons: 

In her possession, Michiko will carry her gun (a basic revolver) and two small fighting knives. She'll also have her sunglasses, a worn out photo of Hana, a newspaper clipping of Hiroshi, a lighter, and four packs of cigarettes.

Sample Entry:  

[The following seems as though it is aimed at no one in particular.]

Man, this joint looks like some shithole. ‘Haven‘? [And that billboard? Sweet Gandhi’s tits. Talk about inconspicuously apocalyptic.] Tch… I’ve got no business in this at all.

[A beat, when the woman opts to pull in the masked redolent smoke from her cigarette. And then, clearer and with more insistence:]

Ah, I’m looking for a girl ‘round here. Blonde, ‘bout as tall as a tree stump. When you find her, tell her someone named Michiko’s lookin’ for her.


Sample Entry Two:

The begrudging decision that she could no longer hide behind the pretext of mild fatigue dawned on her when Michiko swore she heard a fucking sizzle where cloth was placed upon her forehead. Her entire body felt ablaze, and the cloth that Hatchin had wrung out and saturated in water did little to alleviate the burn. If anything, the contrast only made her accurately aware of her fever -- something that she would bet was Hatchin's little scheme all along.

She could better swallow the bitter pill if she was left to her own devices. However, it wasn't often that she did anything without Hatchin's denouncement, and it certainly didn't change things when it was obvious that she was in dire need of assistance. At first, the nagging was bearable and easily discounted for. But then Hatchin became increasingly more inflexible with her, even going as far as to hide the supply of booze somewhere where Michiko couldn't reach in her current state. Rationale meant nothing to her at that point -- Hana had confiscated the beer. That was good enough reason to kiss goodbye any notion of compliance until she got it back.

Or, something of a similar variety.

Cautiously, Michiko craned her neck from her place on the ramshackle mattress to steal an arbitrary glance at the child sleeping across their rented room in Eternidade, quipping inwardly at the stillness of the small figure. In the morning Hana was free to argue with her about how she was too reckless, too rash, too irresponsible, and somewhere inside Michiko acknowledged that despite her age, Hana was still mature enough (disturbingly so at nine years of age) to voice her concerns well-founded. But when the night fell, it was her time.

Convinced that she had checked for any and all signs of vigilance at the tempo of Hatchin's breaths, Michiko bent over and pried a match and a sole cigarette from the folds of her mattress. A moment later, and it was lit with a soft click of the switch and placed enthusiastically between her lips in smug achievement. Oh, she could do without booze for the time being, but it was the distraction of a damn good smoke that she'd could never part with.

"Smoking's going to make you feel worse, Michiko. And the cigarette butts attract bugs in the day. Put it out, please."

At that, Michiko jolted into a sitting position, casting an alarmed eye to the raunchy mop that Hana called hair. The kid was so adamant about keeping it unkempt, it was ridiculous. Hana's face, for the most part, kept firmly fixated on the wall, her back turned to her as if she was still asleep.

Putting on a show after all... Pesky little kid. With a defiant huff of her smoke, Michiko threw a wayward glance at the flame of the reefer.

"Tch," She muttered with a little more pomposity than was really necessary. "It's not like I'll be smoking all night or something. Go to sleep, Hatchin."

"Put out the cigarette first."

"Yeah, yeah... okay. Just hold on a sec and I'll be almost--"

"No!" Hana moved towards her colt in all her four feet tall glory, snaking an arm across her face to pluck the cigarette between her mouth with a noise borne out of pent up frustration. With a roar, she tossed the butt on the floor, mollifying the escaping soot with the bare heel of her foot.

"The hell--" Michiko glared at the pounded cig with half-longing, half-rage, before lifting her head up to face Hatchin. "Oi, what the hell was that for? You think that's funny?"

"Do you?"

The look on Hatchin's face, no matter how viciously bitter and scathing, was an old-disquieting mechanism that snapped Michiko's mouth shut -- the sentiment that drew her still, the faintest traces of worry that Michiko hadn't even bothered to think about. At least not consciously. Blinking for a moment, against the awkward silence between them, something close to resignation dawned upon her. With a snort, she sunk back down into the mattress and rolled over beneath the sheets. Only until she could sense Hana's departing presence did she allow her eyelids to ebb shut.

-> REVISE

[personal profile] cashflow - 2012-11-28 21:46 (UTC) - Expand
watsons: (madrox point.)

johnny storm, ultimate marvel comics ( reserved )

[personal profile] watsons 2012-11-28 06:33 pm (UTC)(link)
Name: Yuul
Contact Info: [plurk.com profile] yuulshi 
Other Characters Played: n/a
Preferred Apartment: none

Character Name: Jonathan "Johnny" Storm (The Human Torch)
Canon: Ultimate Marvel Comics (Marvel-1610)
Canon Point: Ultimate Comics X-Men #13
Background/History: Wiki
Personality: 
Johnny Storm has always lived life on the fast lane. Few things were greater than taking on a huge risk and coming out of the other side as a winner--a hero. In many ways, the N-Zone accident leading up to his powers was one of the best events to ever happen to him. Once it became public knowledge that New York had a brand new team of superheroes, Johnny was living the dream. Basking in the spotlight, he was getting the one thing he never really felt he got enough of: Attention. The reason for this is that Johnny was born into a family of geniuses. His dad, mom, and older sister were all making great leaps and bounds in the scientific community while little Johnny didn't have the brains that made the rest of his family so special. He spent his childhood days with his family in the Baxter Building, not fitting in with the other children who could build and invent and create like true prodigies. So he adopted other means to become noticed, falling quickly into a life of late night partying, flirting with girls, and gaining a cocky, overconfident attitude.

There's no denying that Johnny's impulsive and rash. He doesn't think too much about his actions or their consequences and has run head first into situations that nearly cost lives. He's definitely a guy who lives in the moment and has few concerns about his future. His father has tried, on many occasions, to lecture Johnny on responsibility but it's usually brushed aside. He's young, he's immature, he thinks he can get through the struggles in life with bravado alone.

But Johnny Storm is so much more than what his surface personality leads him on to be. He's a good person with a strong set of morals. Johnny openly cares about people and has looked out for the well-being of total strangers. In the canon point he's being taken from, he volunteers to stay behind to watch over a group of mutant children as they'll need someone to protect them. He genuinely tries to be a decent hero, to do the right thing, and to save people. And then, of course, there's his family. His love for his family runs so deep, it could described as beyond bottomless. His greatest weakness is his older sister, Sue Storm. Johnny would honest to God do anything for her. She is the anchor in his tumultuous life, the one constant being that has always been there for him through the good and the bad. He's known for being hot-headed and, more than once or twice, Johnny has completely lost his temper when Sue was in danger. Any harm brought down on her is Johnny's darkest fear and he has proven again and again that he's willing to hurt anyone (even maim a close former teammate) who does her some sort of injustice.

Johnny had accepted, long ago, that he is not and will never be as smart as Sue. He doesn't enjoy being compared to her, which often happens seeing as they're siblings and on the same superhero team for a while before it breaks up. Sure, he's not as bright as Sue, but he can be just as inventive and he's quick to notice things that others may overlook. The youngest of the former Fantastic Four, Johnny sometimes felt under-appreciated as there were few things he could contribute to the team. His sister and Reed Richards were geniuses while Ben Grimm was the team's powerhouse. So he had a tendency to feel lonely, but really did love his team while they were still together and considered them part of his family (until Reed went nuts but that's another story).

He's also firmly devoted to the people he calls his friends. Due to his status as a celebrity and superhero, Johnny doesn't have many people he's close with. The few he can rely on are valuable to him. Sure, he can be grade A jerk and an all-around wisecracking opportunist, but he only teases and makes fun since that's what friends do, right? Johnny holds on extremely tight when he makes friends. He's stupidly persistent and if he wants to be someone's pal, he'll latch on and never let go.

After the death of his dad due to the Ultimatum Wave, Johnny moved to Europe in a daze and returned a slightly changed and more mature man. He refused to return to New York City because of the memories, moved in with a friend, and decided he wanted a secret identity in order to go to school and attract less attention. This was all because of his dad. He and Johnny had been arguing about Johnny's future when the destructive wave hit. Since then, Johnny has tried his best to do what his dad would have wanted him to do and straighten out his life. He goes to school, hangs out with people his age, and doesn't flaunt his superhero status as much as he used to. He tones down the partying and the attitude while still managing to be himself. But then disaster strikes once more and the friend he had been living with, Peter Parker, dies, leaving Johnny to grieve and take shelter in the Morlock tunnels, away from the world outside. He pastes on grins and jokes around because that's what he feels Peter would have wanted him to do. But he's on a shorter fuse now and feels bitter about the loss of his friend.


Abilities/Powers:
Thanks to a science experiment gone wrong, Johnny developed several fire-related superhuman powers. The most prominent of his powers is his ability to cover his body in flames. In this form, Johnny is able to fly. The accident also covered his skin with an extremely thin layer of transparent plates that essentially make him fireproof. Along with being immune to fire, Johnny can radiate high amounts of heat from his body and raise the temperature around him. His level of control over his powers allows him to hold or carry people without burning them while he's on fire. He can manipulate flames into offensive attacks or create a defensive plasma field capable of melting bullets.

His greatest skill is the powerful ability to go "supernova" in which he releases almost everything he has into a single devastating attack comparable to that of a nuclear blast. It immediately exhausts him and is used sparingly. The few times he has gone nova were usually in the company of his sister in order for her to contain the high flame output by creating a force field around it.


Items/Weapons: Nothing but the clothes he's wearing.
Sample Entry: LINK
Sample Entry Two:
Life in the Morlock tunnels was exactly what Johnny expected it to be. Dim, damp, and desperately in need of an interior designer. Complaints aside, it was home away from a home that had supposed to have been a home away from home. Yeah, it's complicated. And definitely not what he wanted or needed to think about while he clambered down from the ladder with one hand as the other held a bag of groceries. Ah, the fresh, vomit-inducing stench of sewers and the fugitive life. Seriously, though. Interior designer. Couldn't one of these kids have, you know, thought of that as a career option before they were forced to hide underneath a city to escape certain death?

Anyway, he was back from grocery shopping and had plenty of hungry mouths to feed. He'd make one hell of a great uncle, Johnny thought as he stepped his way through the muck and city waste splashing away at his ankles. Funny how, just a while ago, he'd been going to school like a normal guy. Look at where he was now and at the sacrifices he was willing to make for a bunch of people he didn't know. Sometimes he regretted it, not going along with Kitty and Bobby and the rest of the team to fight the good fight. Then again, it wasn't his fight, he has to remind himself. He has to do that a lot. Sure, he had joked and played around with the idea of being a mutant, but he knew what he was--Who he was. And if Johnny couldn't fight for a cause he'd never understand, he could do his damned best to keep children alive and safe. That's what his dad would have wanted. That's what Peter would have done.

It doesn't take long for him to reach the platform and then the lever to reveal the innermost part of the tunnels. The kids were in further back, away from the main entrance. Even though Kitty had sworn up and down that they were safe here, they had still known to take every precaution. There was always a risk, always a what-if or a maybe. And it didn't matter that these were children, some of them babies, because fear was a crazy, frightening thing. Once it grabbed hold of people's minds, it started twisting facts and creating paranoia. Shit, New York had already had a mass murder once before. Another one... they couldn't take another one. Not when an entire species was on the line. Especially not when his few remaining friends were involved.

"Guys, dinner!" Dumping the contents of the bag on the "dining" table, Johnny set out to herd the kids away from whatever they were doing. He banged on some doors, had to crawl under a bed, woke up the sleeping ones, and ushered the group to the food. "No one hogs the brownies and no one gives Walter any mac 'n' cheese. We all know what happened last time."

And then the feeding frenzy began. This was Johnny's life now, living in the Morlock tunnels and babysitting mutant children while also keeping them safe. He could clearly remember the earlier days of being a superhero, relaxing in the Baxter Building, playing video games with Ben, pestering Sue, and teasing Reed. He'd come a long way.

His dad would've been proud.
tobeagod: (Behind the Symbols)

Albert Wesker | Resident Evil | Not Reserved

[personal profile] tobeagod 2012-11-28 09:14 pm (UTC)(link)
Name: Will
Contact Info: eidetikerwill@gmail.com for email and AIM. notthedoctor on plurk.
Other Characters Played: None
Preferred Apartment: None. Chances of him actually staying there are slim. He's not the sort to hang about with the rest of humanity.

Character Name: Albert Wesker

Canon: Resident Evil (video games, not movies)

Canon Point: Post death in Resident Evil 5

Background/History: Albert Wesker

Personality: One could say that Wesker is a sociopath and by most definitions, he is. However, he is not insane. Should a telepath or other mind reader get into his head, his thoughts are ordered and intelligent. Wesker can and does kill, although it is not a driven homocidal urge as is evidenced when he sets Alexia on Chris instead of demanding the right to kill the man himself despite how much he says he hates Chris. In the end, Wesker is the worst sort of evil to come up again: a thinking and logical man that can wait when necessary for events to go in his favour.

Given his mutation, Wesker is prone to violence when pushed, all too willing to shoot or maim a person to gain his own ends. Very little scares Wesker. It's difficult to intimidate a man who supposedly can't die. This isn't to say that Wesker won't help people, but he will only do so for his own reasons or gains. He's not the sort to do good deeds out of some version of kindness of the heart. It simply isn't in him. Wesker will never be a 'good guy'. He tends to do what benefits him and his own goals best and always will. He can and does use people as the opportunity presents itself. Have seen his plans fail in RE5, he's looking for a new way to become a god in this world of too lacking and weak humans.

The only thing that can defeat power, is more power.

-Albert Wesker, Umbrella Chronicles

A great deal of Wesker's personality is about control and power. He wants it, needs it, will have it. From the time just after he was born, Wesker was in the grip of someone else's manipulations via Project W/The Wesker Project/the Wesker Children.

Oswell Spencer had hundreds of children kidnapped from genius parents, bringing them to his facilities to raise as he saw fit. The idea behind this was that Spencer felt the world was destined to downfall either by humanity's actions or being given some help in that direction. The idea was that using viruses, he could create that master race, but he needed the best subjects to begin with. Thus the children. All were given the last name of Wesker (the name of the project head) and set in their new lives. Albert stood out among the rest and survived the injection of the prototype virus that killed most of the other Wesker children. Only one other besides him has survived, Alex Wesker, although his/her status is unknown with RE6.

Some might have found a dark amusement that Albert Wesker was number 13 in the Wesker Project.

In this setting, Wesker formed the opinion that being the best meant surviving. While canon doesn't state that any of the Wesker children knew the others were dying or dead, it's in the realm of believability that he knew something of it. If he was the smartest, the best at everything, then he would live. The other children and people in general had to be reduced to nothing more than weak creatures that deserved to die in his mind to deal with it all.


Natural selection leaves the survivors stronger and better! Humans have escaped this winnowing for far too long!

-Albert Wesker, Resident Evil 5


These attitudes only got worse as he lived all the Wesker children as well as the desire to be out from under another's control. From a very early age, Wesker (along with William Birkin) were put in charge of those much more experienced than he was. That contributed to his belief that he deserved to be better than them and his growing arrogance. Being wary of his surroundings and the shifts of power Wesker stepped out of the research side of things and went into security/intelligence matters.

Starting up STARS in the Raccoon City Police Department showed further estrangement from his fellow human beings. For two years, Wesker trained and worked on a daily basis with his STARS Alpha and Bravo teams, but when things went bad at Arklay, he sent his Bravo team to handle it without a flinch. He knew ahead of time that none of them were likely to survive or even understand what they were up against. He would instead use their deaths as combat data to further enhance the abilities of Umbrella's BOWs. Then he led Alpha team himself up there for them to die. This shows more than anything his utter detachment. He uses one of his own people (Barry) as a traitor by threatening his family. Even his pointman, Chris Redfield, is thrown in the fire of his ambition without a look back. It was better to be the person moving the pawns about (shown in his ruthless treatment of Birkin and the STARS teams) instead of the pawn.

Like any good predator, Wesker can sense when it's best to make a run for it and does with Arklay's falling. In Umbrella Chronicles, he states that he did die back in RE:1 and it was terrifying, another building block in his future god-complex and a callback to having to be the best to survive. His defeating of one of Sergei's Ivans to get away could be considered a full out rebellion. Sergei is the establishment, the most trusted. When Wesker and Sergei meet once more in Umbrella Chronicles, we get our first view of how fast Wesker is becoming more BOW than man. In the first battle, Wesker barely defeats the Ivan. In the second one, Wesker dispatches two Ivans and Sergei himself. Sergei's death is the next to the final break over what Wesker was to become for Umbrella and refused to.


Sure I'm not human anymore, but just look at the power I've gained!

-Albert Wesker, Code: Veronica


RE Code: Veronica illustrates the point where Wesker had not only mentally but physically divorced himself from humanity. It also shows that he's gathering power and information, acting against Umbrella's interests. If anything, his arrogance and pride in himself has grown, complimenting Chris even as he's trying to destroy him by saying that he's proud of him but that was because Chris is one of his own men. There's no wanting in Wesker for his lost humanity, only that need to be more and the best. Even his speech patterns change to show this. In RE:1, there's moments where he's flat out insulting. RE:CV shows a change in that to a more sophisticated turn of phrase with wit more than calling someone a moron or idiot as he does in RE:1. Wesker is one of the few characters that never curses in the whole of the RE series.

RE Code: Vernoica also shows that Wesker doesn't care who is enemy is. Man or woman, combatant or non-combatant. It doesn't matter. There is no shame in him for hitting a woman as he does Claire Redfield in this game or in RE5 when he takes on Jill and later uses her as his own weapon. Again, there's that further stepping away from what would be considered 'right' for a man to be, do or act. Claire Redfield is a clear civilian without training in RE:CV, but he shows her no more mercy than he did Jill in RE:1 or in RE:5. They're all just 'people' to him that exist to further him and his aims or be stepped on. Excella is a later example of the end result of this disconnect manifesting when Wesker easily casts her aside to be killed and fulfill his purpose.

The following games leading up to RE5 show a Wesker that's becoming more and more powerful but further away from the man he could have been. How much of this is his upbringing and experiences and how much of this is the virus' work is anyone's guess. Canon states that the prototype virus of the Progenitor Virus affects muscle tissue and lower organs, not the mind, but an infected subject also is no longer human. The previous games have shown that Wesker is as intelligent and underhanded as ever, but the god-complex comes about full blown as RE5 is ushered in.


Has it never occurred to you that this planet is overpopulated? Only a handful of humans truly matter. Everyone else is just so much chaff. So now I have to separate this chaff from the wheat. And with Uroboros I can finally accomplish this.

-Albert Wesker, Resident Evil 5


The killing of Oswell Spencer calls back to a good many of the moral tales of humanity stepping beyonds its bounds and being crushed by its own creation either directly or indirectly such as in 'Frankenstein' or 'Blade Runner' although the monster and Roy Batty didn't want to be gods. Upon killing Spencer, Wesker expresses this desire to be a god. Being 'one of a kind' so to speak and his narcissism, the next step into a god complex wasn't completely unforeseen, only unfortunate. Wesker states at one point in RE5 that he doesn't want to be a king but a god because kings bow down to gods. This is further evidence of that long ago learned lesson that only the best survive.

It's a sad irony that while Wesker killed his creator, he in turn is killed by Chris Redfield who could be called Wesker's own creation.

There is the temptation to look at Wesker as a character that was doomed from the start, but that isn't how he would view it. He nearly did make it to being a god, stopped just short of the finish line by his own man. He lived his life by his wants and will, not someone else's no matter who or what was trying to control him. Even the virus within him couldn't bring him down until he was overloaded with PG67A/W. But Wesker is evil, make no mistake about that. His view is sociopathic in that he knows right and wrong but ignores it because he considers himself above it.

What makes Wesker strong also makes him weak. He has the typical inability to understand the intricacies of why humans do the good things they do. Were someone to ask him (and get an honest answer) how he felt about not having birthdays or all his 'siblings' dying, the best they would get is a puzzled look and some stereotypical answer on how he's above all that. He knows that Chris will come to rescue Claire, but he would never be able to understand the full 'why' on it. The same is true with Excella. He knew on the surface why she was helping him, but his belief is that she should have known what the endgame would be. There will (most likely) never be a moment where he forms a bond to another human being such as an ally the way a normal person can. That said, knowing he can't doesn't keep him up at night. He feels that's not a weakness.

He relies heavily on his virus given abilities. However, should a floor be slicked, it would put his speed at nil since he'd slide right across it. He'd rather not look like Wile E Coyote slamming into the opposite wall and leaving a huge Wesker-shaped dent. The virus in him requires precise infusions of PG67A/W. As RE:5 demonstrates, too much is like a poison in his system and makes that too calm exterior to crack and the monster show through. While he does like ego-patting as much as the next megalomaniac, it's not going to endear a person to him although he usually has underling positions open. Always need someone to throw in front of the bullets.

Wesker claims he has no humanity, stated in just those words in his report and verbally to Chris. He is not human. Should he be tested by someone or by some means, the T-virus has rewritten his DNA to the point that they are only markers that could be called 'human'. He is, in effect, an entirely new species. Quite often he is called a Tyrant when he truly is not. He is a B.O.W. (Bio-Organic Weapon), but not a Tyrant. The best way to put it would be Tyrant-class. This lack of humanity does not mean that he doesn't feel emotion. He does. He merely controls it very well and often comes off as cold and uncaring. Most often that emotion that he allows out is anger that is often directed at Chris Redfield. One could say that Chris and Wesker are alike, one the light reflection in a mirror and Wesker the flipside of that glass.

When it comes to network posts, Wesker will be a frequent commenter. He likes to prod at people and see how they react.

Abilities/Powers:
Speed/Reflexes - Wesker is damned fast, quick enough to be a blur to human eyes or appear to vanish and reappear. It makes shooting him when he's aware of said attempt or punching him near impossible.

Eyes- They see more and better than human eyes which couldn't rightly track everything around him or what he's doing. He'd end up running into walls. His mutated eyes slow down what he sees and allows him to track what's going on as well as react to it, seeing roughly a hundred frames per second versus what humans do. In his eyesight, think like the Matrix slowed down scenes. He can see the bullet as it passes him and react. There is also a luminescent property to them, glowing in the darkness which is why he wears his sunglasses at all times. While this all sounds great and good, he's vunerable to sudden bright lights. Something like a flash grenade or the like would blind him for a few seconds longer than it would others.

Damage/strength - Chris Redfield drops a large amount of heavy pipes on Wesker in RE:CV and Wesker gets up after a few minutes although he staggers a bit and is stunned momentarily. There isn't much of a mark on him though. What stops or stuns a human isn't going to do so to Wesker. At another point, Chris smashes a pipe against Wesker's arm which dents the pipe. He's not easy to just punch and knock down. He'll probably punch back and do more damage. Wesker is very strong and capable of doing some real damage. He lifts a massive Chris Redfield up one handed and slams him down. At another point, he smacks Jill and sends her flying the length of the room. Wesker can jump upwards of a story at a time.

Regeneration - Wesker can and does regenerate. He gets burned badly in Code Veronica, and is fine a few minutes later. He gets shot up close with a double barrelled shotgun and is perfectly fine to keep going. It takes being dropped into a volcano and two RPG missiles fired at close range to kill him. Seriously. It's ridiculous. He was still alive waist deep in lava.

Infected – Wesker is infected with a blood-borne virus that will be passed along to anything that bites or consumes part of him. Eating him will pass it along. This will result in the eater dying and becoming a standard zombie (since making them various classes is difficult to those unaware of RE canon).

While not a true ability, Wesker is an expert in hand to hand combat and a crack shot with small firearms. It's never shown in canon whether or not he's any good with rifles or larger weapons.

Items/Weapons:
1. Samurai Edge handgun (one of a kind, modified Beretta 92FS)
2. Ammunition
3. Supply of PG67A/W (the serum that keeps him from losing control of the virus in his body). He'll need to find the means in Haven to make more or another supply of it when this one runs out.
Edited (word fix and forgot subject) 2012-11-28 21:16 (UTC)
tobeagod: (Complete global saturation)

Re: Albert Wesker | Resident Evil | Not Reserved

[personal profile] tobeagod 2012-11-28 09:16 pm (UTC)(link)
Sample Entry:
[There's a moment of silence following the beginning of an audio broadcast. One must savour these moments to fully appreciate them later. There's some ego in there that he might be causing at least one person to break into a stream of cursing.]

In Haven, we are all safe together. What an interesting concept.

[A low and short noise that is almost derisive laughter.]

Here we all are, together. I would ask who is here with me, but that would ruin the joy of discovering for myself.

[Or he could have been being a creeper on the network and found out some for himself before alerting everyone else to his presence. Which is very likely.]

I was pleased to note that the damage done to my clothing has been repaired. Volcano damage can be hard to simply have fixed by a local tailor.


Sample Entry Two:

Wesker didn't bother to pay much notice to those he suspected were following him. Given the presence of those who had recognised his voice and name, a few would-be heroes coming out of the woodwork was to be expected. Had they not, he would have been disappointed. Someone had to play protector to the masses when the bad things started coming out of the dark.

Waking up in this 'Haven' place hadn't been too much of a shock considering his last memory had been of dying. Really now, that had been a case of overkill if ever there had been one, but there was pride to be found in those lengths being necessary to ensure his death. He looked forward to paying that back to Chris or Miss Alomar should they ever find their way to this place.

From his perch on the cornre of the building, he watched one of his followers dart from one shadow to another. He supposed they thought they were being sneaky. Disappointing, but when wasn't humanity? Ignoring them for now, his eyes found the sweets shop further down the street. Behind the shield of his dark glasses, an inhuman glow lit and slowly faded. Now there was a mystery worth considering while the ants scurried about below and told themselves they were doing 'good'. What was behind those beams? A better question might have been 'who'.

"I have time to find out if nothing else," Wesker said, spoken more for himself than those below.

A distant gunshot got him up and moving, ignoring the puff of shattered cement off to his side and the whine of a ricochet.
skuliborn: anonanimal (Default)

Caliborn | Homestuck | Reserved

[personal profile] skuliborn 2012-11-28 11:01 pm (UTC)(link)
Name: AnNika
Contact Info: [plurk.com profile] breadmantic
(AIM) Maypie Lord
Other Characters Played: Altaïr Ibn-La’Ahad; I'm probably dropping clive if caliborn is accepted
Preferred Apartment: n/a

Character Name: Caliborn (undyingUmbrage)
Canon: Homestuck
Canon Point: [S] Caliborn: Enter
Background/History: http://mspaintadventures.wikia.com/wiki/Caliborn
skuliborn: anonanimal (Three Dee)

[personal profile] skuliborn 2012-11-28 11:02 pm (UTC)(link)
Personality:
Unlike his loveable sister, Caliborn is like standing next to a cactus that can shoot its needles at 100mph and impale a man, but there’s something about his green exterior that makes you think “is he really that bad?” Oh hell yeah he’s that bad!! The immutable grimace, the blood red eyes, Caliborn even sounds like the perfect name for a bad guy; there is no denying that we are dealing with a character not to be taken lightly, especially considering he grows up to be the main antagonist. Oh yeah; I went there. Lord English is in the house. Or will be, once Caliborn grows up.

But getting back to Caliborn, we’ll get right down to the basics. Caliborn is a rude, stubborn, angry little guy who really just wants to gun down the first sorry sap he lays eyes on. There is no thread of kindness in his body, and anything that might SEEM endearing isn’t. He hates you, really hates you, or doesn’t hate you nearly as much as all the other bottom feeders out there. Caliborn spends a lot of his talking time throwing around vulgar language and insulting various things and people. In canon, Caliborn leaves awful messages for his sister, giving her his take on the deaths of the Alpha kids. A lot of what he says isn’t nice to ANYONE. He compares Calliope to Jane, saying that they have something in common: they’re both ugly and dumb. Getting Calliope’s goat is probably his favourite past time.

Aside from that, Caliborn doesn’t really “experience” a full array of emotions; in fact, upon seeing Jake crying, he honestly thinks that Jake is “weirdly urinating through his eye holes.” He doesn’t express joy, and considers the “human emotion of friendship” to be as pathetic a quality to have. When Dirk referred to him as Calliope’s “brother,” Caliborn was instantly worked up, dismissing it. His explanation was that he didn’t want to be placed into a familial relationship with Calliope, especially when he legitimately gives no shits about her and wants her dead. He does, however, experience a LOT of anger, and is completely, perfectly okay with expressing his anger in verbal and physical violence. Heck, he even has a regular game with Dirk to stop in and remind him that: ‘Hey, just so you know, I’m going to kill you one day.’ Caliborn is one hell of a charmer, wouldn’t you say?!?!

Caliborn is extremely unreceptive to new concepts and ideas. For one, Caliborn states right out during his conversation with Hussie that he is a slow learner. There’s also his inability to accept other cultures as equal to his own. Things that aren’t LIKE him are stupid and should be obliterated. When approaching the humans, he assumes that they are a lesser creature and consequently dumber. “Human fuck that shit!” he says, “not even alien fuck that shit! So you can understand better!” He also chastises human curiosity. Humans aren’t the only culture he hates; troll culture is pretty stupid too. It could be an aggressive resistance to Calliope’s fascination with cultures outside the cherubs’, but however you dice it, he really doesn’t take well to foreign concepts. HOWEVER, he will accept it “in quotes”. Sort of his aggressive attack against these concepts, there are times later on in which he’ll refer to Calliope, in quotes, “Sis”.

Like many Homestuck characters, Caliborn has a specific way of typing. A “quirk” if you please. Now, in canon we would see it as uu: LOuD. ANGRY. AND REALLY TIRED OF YOuR HORSE SHIT. BUT since this is Haven, the actual colors and text are lost on us. However, it’s important to mention some of the things that Caliborn does when he types, as it no doubt affects his actual speaking patterns. Caliborn separates many of his clauses with a single period, rather than using commas or semi-colons. Thus, he likely makes larger stops when moving from clause to clause. He’ll put periods between words to make a point or emphasize what he’s saying too, for example: This. Is. Stupid. Caliborn, like Calliope, also uses some British terms, such as twit and rubbish, though his use of language isn’t nearly as prominent as Calliope’s. Caliborn also swears quite a bit, but he definitely doesn’t talk like a hick.

Caliborn also has a habit of rambling on incessantly, usually resulting in him saying some stupid ass things. Don’t get me wrong! Caliborn really isn’t a stupid guy; he can play some pretty shitty tricks on you. But once in a while Caliborn makes slips of the tongue that can be hideously embarrassing. One such example comes after his canon point, when he explains that he’s just killed his sister. Now that he’s defeated her, he can “mate” her. HOWEVER, he meant to refer to the human “checkmate,” a relation to Caliborn and Calliope’s games of chess. He also tends to repeat himself a LOT; it’s not for dramatic effect, it’s just because he has a habit of repeating himself, and he kind of hates it. The more excited he gets, the more frequent these repeats become, and the shittier his insults are.

Caliborn also likes games and puzzles, a parallel to the movie Saw. His games are meant to be a kind of torture, but to be honest; he’s not very good at the whole torture thing (despite being totally evil). When he plays a game with Dirk, he forces Dirk to draw him porn. Now, this could be good or bad but…. Caliborn basically just requested cuddling and really absurd scenes: here’s a great example, and I swear, it’s totally SFW. Caliborn, on the other hand, turns his “porn” requests into a hideous fetish, and assumes the entire time that Dirk is slowly losing his mind from drawing the lame ass cuddles. He also flips his shit when Dirk draws Roxy grabbing Jane’s ass, and immediately demands that shit get erased. Because human sex is gross.

Which brings me to mention that Caliborn hilariously fetishes cutesy stuff to the point of it being extremely creepy. Calliope has a habit of sending him some stories and scripts, and while he tends to chastise everything she sends him, he admits to Dirk to being horrified and piqued by her work, and in some extent “enjoys” reading what she rights. If we were to compare it to a human response, imagine the first time you ran fanart of tentacle porn (or whatever is just plain weird). It’s that “stop; stare; question your life; and eventually, after being mildly traumatized for a little while, slowly scrolling away” feeling. Except that Caliborn kind of keeps going back to do the hideous gawking.

Let’s take a step backwards, going back to Caliborn’s love of puzzles and games. Now, I mentioned that he sucks at torture, sure, but there’s one thing we’re missing, and that’s that Caliborn is still, regardless, a conniving brat. Caliborn has never been able to defeat his sister at chess. One day, he decides that he’s going to put a shitty twist on one of their games. He asks Calliope if he can switch the position of the king and the queen. Instead, he puts hats on each piece to make them look like the other. He claims that he broke absolutely no rules when he pulls the stunt, too; Calliope puts decorations on her pieces, why couldn’t he? Also, Caliborn never moved his king like the queen would move, and the king’s movements are within a queen’s capabilities. He turns it around on Calliope, and says that SHE is the one who’s broken the rules by “allowing him to cheat”.

Abilities/Powers: So far, nothing. He isn’t a realized Lord of Time yet, so no worries there.
Edited 2012-11-28 23:03 (UTC)

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Re: -> REVISE

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prefacing: (Default)

peter parker . marvel 1610 (ultimate spider-man) . reserved

[personal profile] prefacing 2012-11-29 05:33 am (UTC)(link)
Name: VAL IS EASILY ENABLED DAMNIT
Contact Info: white.reveries@gmail.com
Other Characters Played: n/a
Preferred Apartment: 1.008, if that empty space is still there.....

Character Name: Peter Parker / Spider-Man
Canon: Marvel 1610 (Ultimate Spider-Man)
Canon Point: Ultimate Comics Spider-Man #156, shortly after Captain America leaves him
Background/History: TA-DA (tl;dr: WITH GREAT POWER COMES GREAT RESPONSIBILITY)

Personality:
Peter Parker is a lot of things. He's a loser at his school, who gets food thrown at him during lunch and insults tossed at him in the hallway between classes, and who puts up with it, because he knows there's nothing he can do about it. He's a boy who lost both parents at a young age, and recently lost his uncle in an accident he could have prevented. He's a straight A student with a genius intellect who constantly skips class to go out and be a teenage superhero and fight bad guys, simultaneously destroying parts of the city and racking up huge city bills while he delivers puns and jokes with the ease of a stand-up comedian, although probably with more Yiddish. He's socially awkward, not great with girls (despite managing to hook up with four different girls over the course of a year), and quippier than a gerbil on a sugar rush. (Blame that on too much late night TV.)

He's not perfect. He's far from perfect. Perfect people don't spend four months lying to their aunt about their "extracurricular" activities, perfect people don't hook up with shady masked thieves shortly after breaking up with their girlfriends, and perfect people most certainly do not let the people they love most die around them, one by one. But Peter's done all these things and more. He's rash sometimes, loses his temper a lot, makes decisions that he reverses only shortly after. And, truth be told, a lot of it isn't directly his fault. For all that he's only sixteen, he's already seen - and experienced - much more tragedy than any person five times his age would have seen six times over. And he makes it worse by constantly blaming himself for everything that goes wrong.

"Not everything in the world is your fault, Peter. Why are you making it your fault?"


That's what Mary Jane asks him, during one of his moments of self-loathing. Not only has he lost his uncle, two of his best friends, and almost lost both his aunt and girlfriend in the mix too, he's also been kidnapped, beaten senseless, and shot at more times that Teletubby episodes have aired on TV - all within the space of a year. And beatings and shootings aren't really his fault (hard to blame yourself when it's the other guy holding the gun), but the rest...the rest is all heavy weight Peter carries in his heart. It's a lot to hold in for kid, so is it really any wonder he breaks down and loses his temper every now and then? Because that's what Peter does, and what makes his life constantly miserable. He's proactive rather than reactive, spending his Friday nights slinging through New York looking for bad guy tuchis to kick rather than snuggling with his girlfriend on the couch. Everything that can and does go wrong can ultimately be traced back to some action by him, no matter the logical reasoning to the contrary.

But he's a good kid, a great kid. Despite the mistakes he makes - or rather, because of them - he's learned to take responsibility for his actions, to clean up his messes no matter how painful the process is. Double-standards are things he is absolutely not okay with, and he does what he thinks is right and not what happens to be the easiest course of action at the time, even if it means clocking Nick Fury, director of SHIELD, a good one on the chin when he doesn't seem to do all that Peter wants him to do. And for all that he's a superhero, he's also still a dorky teenage boy who thinks his aunt is the greatest person in the world. Sure, he thinks about running away a lot, and sure, most of the time he's scared enough of what he has to do that he almost pees his uniform tights, but when push comes to shove, Peter Parker steps up to the line and gives it all he's got. He's utterly devoted to the people he loves, willing to put his life down on the line and lie through his teeth again and again if it means being able to keep them safe. And throughout all this, he's still able to keep a smile on his face, and offer himself as a shoulder for others to lean on, even if he's the one that sometimes needs a shoulder the most.

Abilities/Powers:
Thanks to a bite from a genetically engineered spider, Peter's been gifted with a whole palooza of superhuman abilities beyond that of his already genius intellect. He has superhuman speed and stamina, and super strength to the point where he has to hold back while fighting foes of normal physical strength/endurance, as otherwise his punches would prove fatal. At his current age, he's able to lift and throw most cars with ease, and it's theorized that his strength will only increase as he grows and matures. He also has superhuman agility and reflexes, which allow him to dodge attacks and react at a lightning quick speed and jump and leap distances/heights that normal humans would never be able to accomplish. In addition, he's got an almost perfect sense of equilibrium, which means he can balance perfectly on anything, no matter how small/narrow. Several abilities that are entirely new are his so-called "spidey-sense", which allows him to sense danger to him before it occurs (though only up to about a second or two before it actually happens), as well as his ability to "stick" to walls with just his hands and feet. He can climb walls both barehanded/footed as well as with thin layers of fabric covering both his hands and feet.

And of course, you can't forget the fact that Peter is intellectually brilliant. He managed to crack a formula for a molecular adhesive his father was working on before he died, and then converted that formula into the formula he uses to make the webbing he swings from and uses to attack his foes. His IQ is said to be 143, and while the bulk of his intellect is in the physical and life sciences, he's also gifted in numerous technological areas. He was immediately picked up as an intern at the Daily Bugle for a reason.

Specific limits and numbers concerning his powers are given here, if that's helpful!

Items/Weapons:
1. The webshooters* that Tony Stark designed and made for him as a birthday gift, and
2. An empty backpack.

He'll also be wearing his Spider-Man outfit at time of arrival.

*There are two webshooters in the set, but whether they count as one item or two shouldn't matter in this case.

Sample Entry:
[there's video broadcasting on all of your battered up nokias today, haven, and that's because your friendly neighborhood spider-man, complete with spidey outfit, has a very important question to ask of you all.]

Not to interrupt your afternoon siestas or anything, but I gotta ask: what were these people thinking when they stocked up this store, before it all went kablooey? I mean, seriously? Look at this thing! [and to demonstrate, he holds up an extremely colorful flannel shirt.] It's like Skittles and Mike 'n Ikes went out on a hot date and had a lovechild that went into the clothing business. Not that I can really judge considering I run around in a red-and-blue onesie, but I'm pretty sure if I wore this back home, all the newspapers would start calling me Spider-Man: The Colorful Menace. Even the bad guys dress better than this, and some of them really need a visit from E!'s fashion police.

[peter gives the thing another moment of scrutiny before chucking it off to the side and refocusing his attention on the phone in his hand]

Anyway, my point is, I can't really go around in this thing all day. Not that I'm not proud to be a guy dressed in footie pajamas, but I'm pretty sure I smell like three-day-old corndog on a stick and that is just gross. Yeah, I know, I could also just wash the outfit, but I value all of you enough to not want to moon everyone, as nice as my spidey-butt is.

So. Anyone wanna show me their inner sewing nerd? Or am I really going to have to be Reading Rainbow guy minus the reading? 'Cause that's not really my schtick.

( If you need more instances of first person voice, I do have some threads available: [ 1 ] [ 2 ] )


Sample Entry Two:
It wasn't until the wind stopped howling that Peter finally got the chance to look around him.

To his left, Black Cat, holding her head, face pained as though she'd been struck. To his right, the headless doofus, who he really hoped was a goner, but knowing him, was just playing possum. And then all around him....destruction. Buildings ravaged, cars flipped with their bellies facing the sky, smoke rising from the air, dark and apocalyptic. And he...he was the one who'd done all of this, all because he'd gone running in without thinking again. Without listening. Well, not like Black Cat is entirely truthful anyway. She hides everything she knows like a tube sock hides ugly ankles. But it was a half-hearted rationalization, stomped down hard on by the cold fear and regret of what he'd just done.

"I'm--I'm sorry...."

Not enough, never enough. It hadn't been enough when Uncle Ben had died, it hadn't been enough when he'd been forced to watch them kill Harry, hadn't been enough for Gwen, hadn't been enough for any of them.

His arm shot out, fingers stretched out to their fullest and opening so he could get the thing away from him. He watched it fall and hit the ground, his knees mirroring the same action as he collapsed to the ground, hands coming up to curl protectively around his head. He was glad for the mask now, glad for the protection that hid the clamminess of his skin and the widening of his eyes in shock.

Again. Again and again, no matter what he did, it always came back to bite him in the bits. He was sick of it, tired of it, tired of fighting a war it seemed like he was never going to win. All he wanted to was be home, with his girlfriend and his best friends, watching The Daily Show and begging his aunt to give them ten more minutes. A normal life.

But that was never going to happen. Couldn't happen, not anymore. He had power now, a lot of power now, and with it came....well. Even if he wanted to leave now, he couldn't. He'd made Uncle Ben a promise, and he was going to keep that promise for the rest of his life.

It took another moment, longer than he wanted to admit, before he could get up again, pull his hands away from his head so he could push himself up off the ground. There was still Mysterio tuchis to kick, and an Iron Man to save (man, but wouldn't it be awesome to rescue Iron Man and not the other way around?). More importantly, there was a demolished city block for him to put back together, and he was going to spend the rest of the evening doing just that, even if it meant getting even more bruises from the headless doofus in the process.

On the bright side, at least he'd managed to finish his trig homework last night.
skulliope: (and it sighs in my sleep)

Calliope ;; Homestuck ;; Reserved

[personal profile] skulliope 2012-11-30 12:16 am (UTC)(link)
Name: Furu
Contact Info: kismesis [at] gmail [dot] com
Other Characters Played: Malik al’sayf and Bolin!
Preferred Apartment: n/a

Character Name: Calliope
Canon: Homestuck
Canon Point: Right after her last conversation with Roxy
Background/History: http://mspaintadventures.wikia.com/wiki/Calliope
Personality:
Of the two Cherubs, Calliope is by far the friendliest. Where her brother is a rude little bugger every moment of every day, Calliope is almost always cheerful and friendly, treating people cordially and with respect. So really, it’s no contest that she’s the kinder of the two. She’s definitely not one to swear to excess like a lot of Homestuck characters, either, and only does so when upset. In addition, she speaks in British-English a lot of the time, often borrowing words, phrases and slang from the language. The only time this isn't as obvious is when she’s legitimately ticked off, and even then she’ll borrow phrases from it, telling Caliborn to ‘sod off right to hell’.

She’s also incredibly helpful! She likes to assist her friends whenever she can to the extent of her abilities, and as she knows a lot about what’s about to happen to them, due to her being in a time outside of theirs, with their story basically written down in a tome. However, she is very mindful of spoiling them, and goes out of her way to avoid doing so. She’ll do no more than give them little nudges in the right direction, and information that is relatively unimportant in the grand scheme of things. It’s important for them to experience things on their own, after all, without knowing in full what’s going to transpire! It would defeat the point!

While calliope is polite and respectful in normal situations, when she really wants to say something in the perfect way to someone she cares about, it ends up coming out excessively wordy and overly-formal. And by excessively wordy, I mean using words that are exceptionally obscure, to the point you don’t really know what she’s trying to say anymore.

In the case of her brother, however, Calliope has very little patience with his shenanigans, as it is made painfully clear not just through her conversations with others, but through her chessgame with Caliborn as well. He infuriates her with his childish behavior, and it really sets her off. The only time you see her getting really, really angry is in that chessgame, when Caliborn tricks her and ends up winning. No doubt she would have been a good sport, had he won fair and square, but he’d been underhanded in his tactics, which is something she can’t stand.


Her brother is something of a bane to her, really, as he’s not only a petulant child most of the time, but the game she’s always playing against him is very taxing. You see, Calliope lives her life by a very specific, ever changing set of rules. She’s described it as ‘everything she does is just another move in a game.’, which is something she doesn't really seem to enjoy. That isn't to say she doesn't like games, but playing such an intricate, necessary one takes a lot out of a person. The rules of this game aren't really known, but Calliope is very superstition in regards to it, as she’s mentioned breaking the rules will bring about ‘bad juju’, which won’t really be good for anyone.

Calliope is very confident in some things—Her chess-playing abilities being one of them. However, despite that she has relatively low self-esteem. She dislikes her species, thinking herself ugly and unlovable, and wants nothing more than to be a troll. She goes so far as to cosplay as her ‘trollsona’, wearing horns, a wig, and grey make-up (Which she doesn't wear so much anymore, because it infuriates her brother.). She goes so far as to write a book chock full of fanfic and pictures centering around her dreams of being a troll.

Speaking of, Calliope is a very creative person. She writes fanfiction and draws pictures of her friends and their adventures. You could say she’s their session’s biggest fan, as she finds it all incredibly interesting and does a lot of research involving their universe and all that came before it. It’s to the point that she spends hours staring at the pages of their story, theorizing about what everything means and how it all fits together. Her theories are pretty wild, really, the kinds of things you would see people theorizing while they’re watching their favorite TV shows and trying to figure out what’s going to happen next.

Calliope Finds romance—flushed romance especially—fascinating, as romance as humans know it is something she is not capable of feeling. She’s mentioned that she is able to have romantic feelings, just not of the flushed variety. How that works exactly isn't exactly known, but it could be due to how her species mates. Which is to say, they find attraction through contempt. Regardless, romance is something she finds both fascinating and desirable, despite the fact they’re things she will never fully understand.


Abilities/Powers: Calliope is a muse of space. HOWEVER she is not even a realized muse of space, so the point is moot and she can’t do diddly.
Items/Weapons: Her wig, her horns, and her (broken in half) chess set

Sample Entry:
Hello, my lovelies.

I really must say, this town is very intriguing in many ways. The technicalities involved in gathering so many from completely different and separate universes, is something I can’t even begin to fathom. Not only that, but it has somehow managed to make it so that me and my ‘brother’ are…how do I say this…on similar terms?

Ah, speaking of—to those of you here that have had the no-doubt rubbish experience of meeting my ‘brother’, well, I offer you my sincerest apologies. He’s a petulant child when it comes down to most things, and really likes to muck things up. I would suggest avoiding him, but I doubt that would do much good. Though I’m certain you’ll be fine so long as you keep on your toes.

Oh! And should he ask you to partake in one of his 'games', well, you should refuse. It will no doubt bring you nothing but grief.

I believe that's all I have to say for the time-being, so--Ta-ta for now!


Sample Entry Two:
It was a relief, to wake up when she’d thought she might not again. It was not, however, a relief to be woken by a strange alarm, warm and comfortable in a bed when she should be in the sarswapagus. Now, she wasn't complaining about being comfortable. No, it was because this wasn't where she was supposed to be. Everything was very different from her home, and seemed to be far outside the rules that dictated her normal, everyday life.

Cautiously, she sits up in bed to look around, and then quickly darts under the covers once again when she sees them—humans. Sleeping humans, comfortable and safe in their beds. She wanted to know who they were, what they—and herself—were doing in this place. She had so many questions for them! Questions she knew they probably had an answer to.

But she couldn't ask, because she doubts they would see her—green skull and all—as anything less than a monster.

So, not wanting to scare them, she bundles herself up in her blankets, sure to hide her face and features, and creeps from the apartment and into the hall, making her way towards the exit. It was strange, having this much freedom to walk around and admire the scenery, so she doesn't move fast. She’s not in any particular hurry, after all, and she wants to see just what this world has to offer.
Edited 2012-11-30 00:17 (UTC)
doomhand: (Default)

Hellboy | Hellboy (Comics) | Reserved

[personal profile] doomhand 2012-11-30 05:01 am (UTC)(link)
Name: Surge
Contact Info: HPlus Future (AIM) or [plurk.com profile] surgeprisingly
Other Characters Played: N/A
Preferred Apartment: None

Character Name: Hellboy (True Name is Anung Un Rama)
Canon: Hellboy (Dark Horse Comics)
Canon Point: After his conversation with Hecate in The Island
Background/History: Character history is here. Since Wikipedia doesn't have a single page on the overall plot of the comics, I'm linking the summaries of each tradebook here, up until the canon point he's from.
Seed of Destruction
Wake the Devil
The Chained Coffin and Others
The Right Hand of Doom
Conqueror Worm
The Third Wish
The Island
These are all a bit out of sorts, chronologically, but the point is they all happened.
Previous Game History: N/A
Edited 2012-11-30 05:02 (UTC)
doomhand: (pic#5259734)

2/3

[personal profile] doomhand 2012-11-30 05:04 am (UTC)(link)
Personality:
In the Hellboy universe, paranormal shit is pretty commonplace and is widely accepted as a thing that occasionally happens to people. It's controlled somewhat well by the Bureau for Paranormal Research and Defense, which is U.S. based but takes missions worldwide. These are the people who pretty much raised Hellboy. Being raised like he was a normal kid (sans the occasional experimentation sanctioned by the U.S. government to figure out what the hell he was) has basically crafted his personality into something far more human and noble than most demons are in his universe. Lilacs grow from his blood, for fucks sake. So while at first sight Hellboy comes off as intimidating, gruff, and scary as shit, years of being treated like just another guy has made it something he doesn't consider a big deal. He's perfectly aware that he can scare people sometimes, but surprisingly it's not something he's had too much of a problem with since he's kind of a big deal where he comes from. Usually, people see him and are like "Welp that's Hellboy, here to kill this giant monster slug infesting our house. Best let him work."

So for the most part, Hellboy is pretty normal considering he's, y'know, a demon meant to bring about the end of the world. He's friendly with his co-workers, looks after his friends, and considered Professor Bruttenholm a surrogate father when the man was still alive. He's particularly interested in people who are like him, which is to say supernatural oddities. The BPRD has a habit of picking them up, and two of his closest friends are pyrokinetic Elizabeth Sherman, and man-turned-icthyo sapien Abraham Sapien. Both were treated less like humans and more like subjects when they were both found, and Hellboy was the one who made the BPRD cut that shit out. As someone who was messed around enough by the Bureau, he knows they don't stop until someone tells them to, so he makes it a priority to make himself that person in any occasion. In fact, the straw that breaks the camel's back and causes him to leave the Bureau is that they put a bomb inside Roger (a homunculus) as a "preventative measure".

Of course, having sympathy for them doesn't necessarily mean he has sympathy for every monster that comes along. He doesn't hold back with creatures who purposefully wreak havoc on their surroundings, human or not. He gets particularly pissed at William Grenier when he forces the ghosts of his family to kill everyone in the village of Griart and refuses to let them move on. He has a measure of pity for creatures who can't control what they are, are generally harmless, and have to suffer with their condition and for it, but he's quick to take care of them if their pitious appearance is just them putting up a front. In the end, he'll always pick the needs of humans over the needs of what Hecate calls his "own kind".

Dealing with monsters, witches and so on and such forth have made the paranormal all rather old hat for him. Being involved in a case will garner plenty of expression from him because being involved means he's got the life of himself and his friends at stake. But tell him that your arm is turning into a tentacle and he'll shrug, mention a different point in his life where that happened to someone else, then tell you that it's okay and he knows how to fix this. While horrible things happening to kids, his friends, and probably small animals do unnerve him or piss him off, there's also a certain amount of desensitization at work from 50+ years of dealing with monsters and tragedies.

Hellboy has his fair share of flaws, like most humans do, since fuck-ups make us as human as our triumphs. The chief of these is that once he's set on something it takes a lot of work to get him reset, and this ends up being pretty conductive to avoiding topics he'd rather not discuss. The amount of time he spent running away from the idea that he's destined to bring about the apocalypse actually takes up a good amount of the comic, and he does end up telling Kate that every time the subject of his destiny comes up, he does his best to ignore the shit out of it.

Hellboy does have moments of book smarts, like the occasional tidbit of literature and poetry, as well as the considerable amount of knowledge on the supernatural that comes from decades of dealing with it. However, strategy is not his strong point. For the most part, his idea of strategy is that if it's alive and evil, hit it until it stops being one of those things. Knowledge means exactly fuck all if you're not willing to apply it to the situation. He also tends to have a problem thinking things through, especially when he's angry. One of the first things we ever learn about him is that when he gets angry he tends to do stupid fucking things. Things like rushing into a dark room with an unknown enemy when he can't see in the dark.

Items/Weapons: Nothing. Hellboy travels light, and while his coat usually has trinkets from around the world that he's "borrowed" or obtained on missions, it's better for him not to have them here. He doesn't even have a gun in his current canonpoint and no one knows what he keeps in his belt.

Abilities/Powers:
So Hellboy is demon, sort of. His mom was a witch, his dad was a demon lord in hell. So yeah. This entitles him to a lot of fun powers that aren't really powers at all. Basically, he's plenty stronger and more durable than any normal human being, and really goddamn hard to kill. He's been in massive explosions, set on fire, thrown out of buildings, thrown through walls, stabbed, shot, impaled, and nearly beaten to death. He manages to come out of it all pretty fine, if a little worse for wear and bleeding copiously. It takes a lot to kill him, but it's not out of the realm of possibility. He's died for brief moments twice in the series. Once when he was nearly bitten in half by a giant iron maiden, and the other when he was impaled with a bar as thick as a support beam.

In his universe, it's implied that he can't be killed because he has to fulfill his destiny somehow, but he's not gonna be in his universe, so that's irrelevant.

He's got a giant rock hand that he can't really feel anything in. It's supposed to be the key to waking Ogrdu Jahad, who is a giant world ending dragon that's going to bring the end of the world. Again though, his universe only. As far as everyone at BPRD and in the world is concerned, the hand itself is made of something like stone, but more durable. It can't be broken or shattered as far as anyone knows. He mostly uses it like a hammer, because of the aforementioned properties.

Sometimes when he gets angry and feral and actually loses himself in carnage, his horns grow in completely and he has to snap them off. This happens later in canon, but it also happened during the incident with the giant iron maiden because destiny and crossroads.

3/3

[personal profile] doomhand - 2012-11-30 05:06 (UTC) - Expand
the_joy_and_the_laughter: (do you want some ice cream?)

Bubbles | The Powerpuff Girls | Reserved

[personal profile] the_joy_and_the_laughter 2012-11-30 08:44 am (UTC)(link)
Name: Ket
Contact Info: Email is musemail42@gmail.com | Plurk is [plurk.com profile] flutterpony | AIM is Daikaitoufreyr
Other Characters Played: Tohru Honda [personal profile] lets_stay_together
Preferred Apartment: None.

Character Name: Bubbles
Canon: The Powerpuff Girls
Canon Point: Season 5, after 'City of Clipsville'
Background/History:
Series
Character
Previous Game History: N/A
Personality:

There's a good reason they call Bubbles 'the joy and the laughter.' She's easily the most energetic and cheerful Powerpuff girl. Like most girls her age, she takes delight in simple things like toys and candy. She especially enjoys drawing pictures with her crayons, and often gives her drawings as presents to people she knows. Although her art style hasn't progressed much beyond 'kitty and bunny in front of red house with yellow sun' she happens to think quite highly of her pictures. She adores animals and has a bit of a problem with bringing home strays. The professor always makes her set them free, but at least he lets her keep her veritable mountain of stuffed animals.

Honestly though, Bubbles cries almost as often as she laughs. When people yell at her, when one of her toys gets lost or broken, or when something frightens her, she'll usually dissolve into tears as a first reaction. She's pretty sensitive to insults too, and the talking dog's casual criticisms nearly left her in shock. And she's not above a few well placed crocodile tears to get her way either. Like many little girls, Bubbles is also afraid of the dark and all the scary monsters that clearly lurk in it. Oddly though, she's usually unafraid of the giant rampaging beasts that destroy her hometown on a daily basis. It's just part of her job to fight them. A job that she takes to with a surprising amount of responsibility for a kindergartener. Even on the rare occasions that she is without her sisters, Bubbles will still rush to the aid of anyone calling for help.

And being childish and emotional does not mean she's weak. Even though her sisters sometimes doubt her, Bubbles has proven that she can be 'hardcore.' She was able to take their danger room simulation all the way to the highest setting. She's beat up some of their worst foes single handedly, and heaven help the bad guy who tries to hurt her family(or Octi, her favorite stuffed toy.) Bubbles can be pretty brutal when when she's angry. And when she hit her head and thought she was Mojo Jojo, she turned out to be an even more effective villain than he ever was.

While Bubbles is generally a good girl, she's far from perfect. She often gets carried away when she wants thing like toys or candy and sometimes her greed gets the best of her. She all but assaulted the Mayor when he was unable to stop Mojo Jojo from stealing their candy. And she and her sisters had no problem exploiting the Professor's sleepwalking problem to get more toys. She's also pretty trusting and even the most evil villains find it easy to trick her. She'll almost always fall for the old 'no really, this time I'm turning over a new leaf for real.' Bubbles is also very easily distracted, even in the middle of a crisis, often stopping for things like petting cute kitties or playing with Octi. She's always able to pull her focus back in time though.

Abilities/Powers:

Being a Powerpuff Girl affords a lot of nifty powers.
First of all, Bubbles can fly, which is actually her primary form of locomotion.
She also has super strength (Enough to punch holes in walls and lift cars and such.)
And she can also fire heat lasers from her eyes, which are strong enough to burn through metal.
She also quite a bit tougher than your average five year old, being frequently thrown through walls and zapped with ray guns etc.
Unlike her sisters, Bubbles can also speak Spanish(which is considered a super power for some reason) and also talk to squirrels.
Sample Entry: Here's a couple of old threads from TVK's test drive meme.
Here's one~
And the other~

Sample Entry Two: A third person sample of at least two paragraphs.

Haven was nothing like Townsville. Townsville was a nice town that just happened to have a teensy weensy little problem with monsters and super villains. Haven was a really scary town that was dirty and gross and also happened to have a problem with monsters. Bubbles hadn't seen any super villains yet, but that was probably only a matter of time. But the monsters were the problem right now. There were just too many of them! How was she supposed to save the day all by herself if the monsters were spread out all over the place?
As it was, she was zipping through the air, looking for likely targets and-

"Oh! There's one!"

And punching them. A lot. And sometimes kicks too. But every time she beat one, it was like three more popped up and she had to start all over. And she couldn't keep this up forever. She was already a pretty pooped Powerpuff. Her latest opponent having finally decided that unconsciousness was the way to go, Bubbles drifted over to the roof of a nearby building.

"There's so many monsters. And so many people to save. And only one of meee....."

Her soft whining went unheard and tears were already welling up in her eyes. For the hundredth time that day, she found herself wishing that her sisters were here. They'd know what to do. Blossom would have an awesome plan that she'd be all bossy about but it would work great anyway. And Buttercup would ignore that plan and just beat everything up. Which would also work. And all Bubbles would have to do is help.

"I'm good at helping..."

Except that her sisters weren't here. It was just her. She stared down at the town around her. There were people in trouble down there. And she'd been a Powerpuff Girl for too long to ignore it. She dried her tears and stood up a little taller, a look of determination in her eyes. Haven may not be Townsville, but if there was ever a place that needed someone to save the day, then this was it. With a streak of blue light trailing in her wake, she leapt off the building at back into the fray.

One Powerpuff would have to be enough.

Items: Octi (her stuffed octopus), a box of crayons, and a box of sidewalk chalk
arulinholm: (Default)

Merrill | Dragon Age | not reserved | hello again!!

[personal profile] arulinholm 2012-12-01 12:24 am (UTC)(link)
Name: Britt
Contact Info: plurk: commodore
Other Characters Played: none
Preferred Apartment: none

Character Name:Merrill
Canon: Dragon Age
Canon Point: just after the final battle with Meredith, again!
Background/History: here & here
Personality:

Anders:  Maybe you don't really understand the difference between spirits and demons.
Merrill:  Did I ask you?
Anders:  Spirits were the first children of the Maker, but He turned His back on them to dote on His mortal creations. The ones who resented this became demons, driven to take everything mortals had and gain back the Maker's favor.
Merrill:  Your "Maker" is a story you humans use to explain the world. We have our own stories. I don't need to borrow yours.

As the Keeper's First in her Dalish clan, Merrill's ultimate goal is to preserve Dalish history and culture at whatever cost. Within moments of meeting Hawke and his crew, Merrill uses blood magic –– an art that is frowned upon and feared in their world, as it leads to corruption from demons –– but tries to brush it off as nothing, a perfectly safe act like any other type of magic. She says she knows what she's doing and would never fall to temptation from a demon, which she believes is just like any other spirit. It's her sympathetic view towards blood magic and demons, along with her sheer stubbornness, that ultimately costs her everything. The Keeper becomes an abomination (a person possessed by a demon) to save her and must be killed, and the entire clan turns on her.

Varric: So, I hear you've been visiting the viscount's garden, Daisy.
Merrill:  They're enormous! And they're always empty. Why don't more people go to see them?
Varric:  Probably because they're private and surrounded by guards.
Merrill:  I thought all those men looked a bit cross.

Apart from the whole creepy blood magic thing, Merrill's actually a sweet and well-meaning girl, although a bit odd. She has a tendency to say very silly things, and sometimes very naive things ("Why do they call this a brothel? Does it have something to do with broth?"). She also often wonders if she's missed something dirty in the conversation and hopes people would tell her if she did because she'd like to hear it. She's a daydreamer at best, an airhead at worst. She can get lost very easily, for hours at a time, and winds up in the oddest of places –– the viscount's bathroom or the middle of a dog track, for example. Varric even gives her a ball of twine to help her find her way around the city.

Since she lived a very sheltered life, Merrill doesn't always get sarcastic remarks. A lot of what people say goes right over her head and she'll take jokes very literally. She's very curious about everything and if she doesn't understand something in a conversation or if someone deliberately leaves something unsaid she has no qualms with asking them what they mean which leads to many an awkward silence when Merrill's around.

Merrill:  Everything affects everything. We were born, a bunch of things happened, and now we're in a mess with our friends.
Aveline:  That seems too simple.
Merrill:  Simple is good. It sneaks up on you, makes you smile.

Within her clain, Merrill never grew very close to any of the other elves. As the Keeper's First she had different priorities and spent her time and studies on her own, never really getting a chance to forge lasting friendships with anyone. Things became especially difficult after she turned to blood magic. She may be the type of person who's willing to get along with just about anyone but the trouble mostly arises with people not getting along with her because they either don't approve of or are frightened of her use of blood magic.

After meeting Hawke, she considers him her best friend and she gets along well with most of the party members, especially Varric and Isabela. However, her use of blood magic puts her at constant odds with Anders and Fenris who both freely tell her how stupid she is. Fenris even calls her a monster. Despite that, she seems to like them both and often tries to engage them in conversation about anything from why Fenris is so cross all the time to chatting about kittens with Anders. Towards the end of the game, after Anders destroys the chantry, Merrill pleads for Hawke not to kill him, saying that Anders could help them and redeem himself.

At her core she is a very kind person who won't hold it against other people if they're rude to her. She wants to get along with everyone but her inability to compromise on her own actions are what ultimately destroy her personal relationships with otherwise friendly people.

Merrill: You said I was dwelling on "useless" history, but what are you doing? The past is important, to you and to all of us. We must know it to move forward.
Fenris: Yet I have made no deal with a demon to learn of my past. You had a life. You had a family. And you abandoned them to chase after ghosts. We are nothing alike. Don't even begin to think that we are.

Merrill's stubbornness is perhaps her biggest flaw. She's so devoted to her own cause that she's unwilling to see what is so obviously laid out in front of her. Time after time on her adventures with Hawke she encounters corrupted blood mages and conniving demons yet she refuses to see the path that she's on. Keeper Marethari warns her. Anders and Fenris warn her. Even Flemeth, the Witch of the Wilds, tells her, "As for you child, step carefully. No path is darkest than when your eyes are shut." Hawke is given many opportunities to warn Merrill on the dangers of blood magic as well.

However, Merrill refuses to see the dangers in what she's doing. Instead of stopping to think of the damage she's doing to the people around her she insists that they should understand that everything she's doing is for the good of the Dalish people.

Once Keeper Marethari dies, Merrill finally begins to question herself.

Abilities/Powers:

Merrill is a mage, meaning she's capable of various types if magic. She's also a blood mage meaning she can use blood to supplement her magic instead of tapping into her mana, the energy reserve that allows mages to use magic. There are 6 types of magic she's capable of using in-game. They are: 

Elemental - Perhaps the simplest section to explain. With elemental magic, she can cast fire and ice spells. She can make fire rain down on an enemy or freeze one in his tracks, making him brittle and more vulnerable to other attacks.

Primal - This magic allows the user to command earth and sky. Spells allow her to make lightning rain down from the sky, conjure up her own suit of rock armor, send a stone fist hurtling at an enemy or even encase an enemy in stone so that they can't move.

Spirit - As it the name implies, spirit magic can rattle a foe to their very core. It's very affective against other mages. With this magic, Merrill can send bolts of energy at foes with the potential of disorienting them. She can turn enemies into walking bombs that harm other enemies or even infect other enemies with the same spell upon explosion. She can even syphon energy from nearby corpses with this magic.

Arcane - This magic taps into the Fade –– a realm that is part of Thedas but separated by the veil. The realm where spirits and demons reside. With this type of magic, Merrill can use telekinetic barriers to protect herself, knock enemies back with a telekinetic wave, or crush enemies within a telekinetic prison.

Entropy - This magic also taps into the Fade, but uses its chaotic side. With this, Merrill can hex enemies, give them horrifying visions that stun them, put them to sleep and even reduce the enemy's likelihood of landing a hit.

Dalish Pariah - This is Merrill's unique magic specialization. With this, she can sacrifice her own health and energy to obtain a deeper pool of magic energy for spell casting. She can control the blood of her enemies to bring them harm, "turn the land against" her enemies to inflict damage, draw enemies towards her with powerful tendrils of magic that damage them in the process, and it even let's her move through the earth to an ally's position.

Items/Weapons:

- Vir Tasallan staff
- a ball of twine
- one health potion

Sample Entry: Oh, hello! This is a funny little thing, isn't it?

I thought it was some sort of rune at first. I suppose it still could be. A rune of chatter, maybe? Then if you applied it to a sword or something you could talk to people while you're fighting. Or if you got lost you could just tell someone and they could help you right there on the spot! That would be so useful. Oh –– sorry, I'm babbling. I ... do that sometimes.

Er, well, as I was saying, my name is Merrill. Actually, funny thing, I'm lost. That's why I decided to talk to this little chatter rune; I was hoping someone could help.

So... can anyone? I'm standing next to a very large tree...

Sample Entry Two:

There came a tug at her pocket but Merrill ignored it and kept walking, stepping carefully through the streets of Lowtown as she headed home. There came another tug, then another, and finally she turned, expecting to face a pickpocket or a Templar or something equally uncute. There was no one, but the tug persisted and Merrill looked down to see that a bit of the twine Varric had given her had slipped from her pocket, following behind her like a funny tail and attracting the attention of one small, scraggly kitten.

"Oh, hello little thing! You scared me!" she said as it batted at the twine again. Crouching, she scooped it up in her hands and smiled. "I'd like to take you home with me but I don't think you'd like it there. The roof leaks and cats hate water, you know. I have buckets and pans to catch the drips but they still manage to slosh on the floor. You wouldn't know where to step for all the puddles."

The kitten mewled in response and Merrill realized that if she set the poor fellow down now and left him she'd be up all night wondering about what came of him. Frowning, she stood, kitten tucked safely in one hand as she stuffed the rogue twine back in her pocket with the other.

"Actually, Serah Whiskers, I think I have just the place for you. I know someone who really likes cats. I mean it. I've never heard anyone talk about cats as much as he does," she babbled to the kitten as she spun on her heels and set off towards Darktown. "I think he probably even has milk set out for you. Isn't that lovely?"

"Mew," was all Serah Whiskers had to say on the matter and Merrill took that as a yes. She didn't stop to think that dropping a kitten on Anders' doorstep might just be another burden on his shoulders. She only knew that he'd been looking especially worn out lately and perhaps a new little friend was exactly what he needed for cheering up.
subsisting: (Default)

Jill Valentine | Resident Evil | Not Reserved

[personal profile] subsisting 2012-12-01 05:58 pm (UTC)(link)
Name: Tsu
Contact Info: EMAIL: predatsu@gmail.com, PLURK – grinningnightmare, AIM – abunai youko
Other Characters Played: None!
Preferred Apartment: None!

Character Name: Jill Valentine
Canon: Resident Evil 3
Canon Point: Post-game.
Background/History: Bam!

Personality: Jill Valentine has always been the kind of girl that stands on her own two feet. Confident, capable, and quick to think and react, it’s not surprising that she managed to secure herself on an elite team like the S.T.A.R.S. unit. We rarely see Jill outside of a situation where her complete focus is required, but still Jill has been shown to have a dry sort of humor. I would imagine that she knows how to have a good time, but when she’s in the work place, you don’t get in her way. She’s a passionate woman, and takes things that are important to her in all seriousness.

Though her methods seem to revolve around tough love, it’s openly apparent at times that Jill has a big heart. She is visibly shaken whenever her comrades are taken down by the mutated experiments of the mansion/infected city, and swears to devote the rest of her life to trying to take Umbrella down so no one else has to get hurt. Even faced with the violent deaths of her fellows, Jill keeps it together and forces herself to move on, determined to at least save the ones who were left and make it out of the situation alive. She’s accepted that she is a strong woman, and if she has the power to make the world a better place, she’s going to do all she can—even at the risk of losing her life.

Jill also understands that there are times when you have to cut your losses. During the beginning of Resident Evil 3, she meets an aspiring novelist who has just lost his daughter in an abandoned warehouse. She tries to convince the man to come with her, but he refuses to go outside and become one of the shambling undead. When it becomes clear that no amount of convincing on her part will change the man’s mind, Jill moves on. She can’t help people who won’t try to help themselves.

Though Jill has shown she can survive on her own, she functions best in a team, and is not afraid to put her full trust into someone if they’re supposed to guard her back. If you give her any reason to doubt that trust, however, it will be gone in a flash. Jill won’t willingly abandon anyone in a crisis situation, and her main priority is making sure that everyone gets out alive. When she tells you to do something in that sort of situation, by god, you’d better jump to it.

She may be bitter that she was branded as a liar and tossed out on her ass for trying to tell the truth, but that hasn't altered Jill’s core personality. She understands that people are frightened, and ignorance is bliss. That doesn't mean that she’s going to sweeten up the truth just to spare feelings, but she will be sympathetic if someone confronts her with disbelief and anger. She’s a good shoulder to cry on, but don’t come to her if you’re just looking for pity. Jill will tell you as it is, and though it may not be what you want to hear, she will genuinely have your best interest at heart.
subsisting: (Default)

Jill Valentine | Resident Evil | Not Reserved

[personal profile] subsisting 2012-12-01 05:59 pm (UTC)(link)
Abilities/Powers: Jill is level-headed, controlled, and an extremely capable fighter. She has no superhuman abilities, but she’s more than able to handle herself in a tough situation. Working out and training on a regular basis has upped her endurance, which makes her prepared for long and often grueling missions. She’s also extremely good with locks, and has picked more than a few on occasion. ‘The master of unlocking’ is a phrase that comes to mind. She can handle a range of firearms with relative ease.

Jill also has extensive experience in bomb disposal, and her hand-to-hand combat ability is impressive. To make up for her smaller size again male opponents, she favors speed and flexibility. She prefers using kicks and grappling moves over her fists.

Items/Weapons: A lock pick, a lighter and a standard 9mm handgun, nothing special.

Sample Entry: [It’s quiet here, the kind of stillness that raises the hair on the back of your neck. She should know; this is the third time she’s ever felt this way in her life. An empty little town, with empty little streets, and empty little buildings that conceal all of the mindless horrors that should only exist in nightmares. Even now, she was half-expecting to hear the low, guttural snarl of the Tyrant calling out for her blood. There was nothing though—and even when movement seemed to flicker at the corners of her eyes, there was nothing to see.]

[She took a deep breath, and the sound of the safety falling off of her pistol brought her temporary comfort. She might not remember how, exactly, she got here… but one thing is certain—this isn’t Raccoon City.]

Easy, Jilly. [She murmurs to herself just barely, not daring to make enough sound to catch attention. One step at a time. First, she needed to find out what exactly was going on here, and if she can’t locate something useful to bring it back to the other stranded individuals in this town. With that, she slipped down the street, as quiet as a ghost.]

Sample Entry Two: So that was it. Her last escape.

She stared numbly at the white shower walls, numb to the the heat of the water as it soaked her bruised and aching body. It had only been a few hours, but the events that had transpired within Raccoon City still seemed like just a bad dream. Her eyes slid closed, and the sight of the rotting, leering face of her relentless pursuer immediately came to mind. It loomed from every shadow, rasping the name of her team over and over again... that was something that Jill didn’t think she‘d ever forget. She shivered involuntarily at the thought, her eyes snapping open before she cranked the heat up higher.

An entire city of people, dead. She’d put many of them out of their misery, and the rest had been destroyed by the nuke that the government had dropped upon the city. God, how quickly she’d reduced them to little more than cattle in her mind in order to spare her own sanity. Her breath caught in her throat, nails biting into her palms, and Jill felt her stomach twist. It took several deep breaths to calm herself, and she unconsciously grit her teeth at the stinging sensation in her eyes. There would be time for grieving, for remembering all the people that Umbrella had dehumanized and murdered. That time wasn’t now.

Her hands slid over her face for a moment, briefly scrubbing at her eyes before she had steeled herself once more. She had to reach out to Redfield, see if he’d made it out all right. Then she’d see about what exactly she needed to do in order to take down Umbrella for good.
zombie: ([skyrim] wolf moon come cast your spell)

Farkas | Skyrim | Reserved (1/?)

[personal profile] zombie 2012-12-01 11:31 pm (UTC)(link)
Name: Manders
Contact Info:
AIM: lezombieshuffle (Rarely on here, though.)
Email: shieldbrother [at] yahoo.com
Plurk: [plurk.com profile] pyreside
Other Characters Played: None!
Preferred Apartment: None. Surprise me.

Character Name: Farkas. Just Farkas.

Canon: The Elder Scrolls V: Skyrim

Canon Point: After the quest Glory to the Dead (Kodlak has died and the Companions go to Ysgramor's tomb to free him of his wolf spirt so he can enter Sovngarde), but before the quest Purity (where he and/or his brother Vilkas ask to be cured of their own lycanthropy).

Background/History: A lot of this is inference because neither Farkas nor Vilkas seem to enjoy talking much about their past, but most of it can be made from here and here.

Farkas, along with his twin brother Vilkas, have been at Jorrvaskr - mead hall of the Companions - almost as long as they can remember. They were rescued as small children by Jergen (a mysterious man, most likely a Companion and probably a member of the Circle himself) as very small children from a circle of necromancers, and what happened to their actual parents isn't quite clear. It can be assumed, however, they were victims of the necromancers, and it's highly possible Farkas and Vilkas were either going to be raised to be among them, or used as experiments themselves.

When the Great War broke out in Skyrim, Jergen left the boys at Jorrvaskr, and was then killed when he went off to fight in the war. Vignar Gray-Mane, the oldest of the Companions, can't even remember members as young as Farkas and Vilkas, and they were raised within the hall, each to his own strengths. Vilkas is quick-witted and loves history and mythology, so he went that path. Farkas, however, is by far the more physical of the pair and trained in weapons and fighting from an early age. He also comes across as a little sheltered, and it's highly possible that, outside of missions for the Companions and despite his being well-known and respected in Skyrim, he knows little of the outside world from a social standpoint.

At some point both he and Vilkas were initiated into the Companions inner Circle, which act somewhat as leaders for the rest of the group. By doing this, they both became werewolves, as that comes as part of the package. Farkas is reluctant to use the inner wolf spirit, and will do so only under dire circumstances, and Vilkas, amazingly, reluctantly follows his lead in that.
Edited (LOL HTML HATES ME SOMETIMES) 2012-12-01 23:32 (UTC)
zombie: ([skyrim] wolf moon come cast your spell)

Farkas | Skyrim | Reserved (2/3)

[personal profile] zombie 2012-12-01 11:32 pm (UTC)(link)
Personality: Farkas may come off as dim-witted, and as a stooge to the other members of the Circle (especially Aela, but one gets the impression she considers everyone a stooge to her). After all, he's the one that's told to show the Dragonborn to their new quarters, because obviously Vilkas and Aela are far too busy. Despite that, and despite the nature of the Companions themselves, Farkas is a really nice guy, and perhaps he doesn't have the wits or the book-learning that his twin brother Vilkas does, but he plays a large part in the Circle, himself.

And despite the fact that he might not be the brightest torch on the wall at times, Kodlak, the Harbinger of the Companions, obviously trusted his judgement, and trusted him with secrets. So in that aspect, it's easy to assume Farkas knows when to keep his mouth shut. Sometimes. Not that it matters much, as Farkas isn't the most talkative thing in the world, anyway. He does tend to let his tongue slip here and there with those he considers friends, and at time he can be a bit disrespectful (no doubt unintentionally) with others, especially his elders.

He obviously cares a lot about his brother, and with how he looks up to him and seeks his advice, it's safe to assume Farkas is probably the younger twin. Vilkas is allowed to pick on him about not being all that smart: Anyone else gets a fist to the face. And Farkas certainly has the oomph behind him to back that up, because as far as sheer body mass goes, he's got the other Companions beat. He's the 'muscle', the big bad whose sheer size can be used to intimidate without initially causing violence.

And he doesn't like vampires.

Ingame, if the Dragonborn chooses Farkas as a spouse, he doesn't really change all that much: He's still just as quiet as he was before, though in some scenarios he'll tell his spouse that while marriage isn't what he thought it would be, he's still happy. Which leads to the assumption that Farkas, being the genuinely nice guy he is, had romantic notions about getting married. Or about relationships of that nature in general, and has probably never been romantically involved (a bit of a stretch, perhaps, but given how most people view him, it's not hard to imagine). He doesn't spout pretty poetry like his brother in that situation, but one can tell the affection is real.

And that's the great thing about Farkas. He's straight-forward: He pulls no punches and doesn't give anything but the facts, right down to his being a werewolf, if it's discovered. He holds absolutely to that part of being a Companion. He doesn't believe in being sneaky or doing things that would bring dishonor to their name, and is very, very moral. If someone asks a question they say they want him to answer honestly, he will, with a bluntness that almost borders on rude, but that's simply his way. He doesn't sugarcoat anything.

Fun facts for ??? and profit:
☩ Farkas, along with this twin brother Vilkas, has spent nearly his entire life around the Companions. He was raised in Jorrvaskr after his (adoptive) father left them there and was killed in the war, so the Companions (and probably Whiterun) is all he really knows, and all he has much interaction with outside of Companion jobs.
☩ Farkas isn't so much slow as he is kind-hearted. He's soft, compared to the other members of the Circle, because he most welcomes the Dragonborn into the Companions, and seems pretty okay with a new member. Kodlak mentions how Farkas wouldn't be right to lead the Companions as Harbinger, because of his kind heart.
☩ Farkas seems to most value his brother Vilkas's advice, and the most reluctant to give in to the inner wolf. He fully supported Kodlak's search for a cure, perhaps in the hopes that he himself could be rid of his lycanthropy.
☩ Farkas has a phobia of frostbite spiders, discovered when traveling through a tomb called Dustman's Cairn.
☩ He's a friend of the Orcs around Skyrim, and is welcome in their strongholds without questioning.
☩ As a member of the Circle, Farkas has his own room in Jorrvaskr, and in it is both a mini-bar and a lute. So very well two things (besides the fact that his voice actor is the guitarist/lead singer of Your Favorite Trainwreck): Farkas likes his mead, and he's got a hobby outside of bashing things for the Companions. Very much the oddball of the group, if you take it that way, as only he and Vilkas seem to care about things outside of bashing someone (or something)'s skull in.
☩ "Some people call me stupid; those people get my fist. But you, I like." (In short, he has a bit of a problem with folks outside of his brother thinking he's dim-witted.)
☩ His wolf blood keeps him from ever resting peacefully.

Abilities/Powers: He's very well-versed in two-handed weapons and heavier armors, and can use a bow with a reasonable amount of skill, but his real power lies in the fact that he just happens to howl at the moon once in a while. While Farkas is a reluctant werewolf, he is still a werewolf, and with that comes enhanced senses and strength.

Items/Weapons: His greatsword of Skyforge Steel, the key to Whiterun's gates (though what good that will do is a mystery), and his lute. Gotta keep training, no matter what.

Farkas | Skyrim | Reserved (3/3)

[personal profile] zombie - 2012-12-01 23:33 (UTC) - Expand

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