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DDD Moderators ([personal profile] tripled_mods) wrote in [community profile] ddd_news2012-01-01 12:59 pm

APPLICATIONS | 2012; 01

THIS APPLICATIONS POST IS CLOSED. Please direct your attention to the new one here!
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[personal profile] irrigo - 2012-11-11 02:26 (UTC) - Expand
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Tsubomi Hanasaki/Cure Blossom / Heartcatch Pretty Cure! / No Reserve

[personal profile] bag_has_snapped 2012-11-10 04:57 am (UTC)(link)
Player nickname: AshBlaze
Player DW: [personal profile] fighty_time
Way to contact you:
Email: MagiMecha@aol.com
AIM: HyprKnux1
Plurk:
Other:
Are you at least 15?: Y
Current Characters: None

Character: Tsubomi Hanasaki/Cure Blossom
Fandom: Pretty Cure (Heartcatch Precure!)
Character Notes:
NOTE: Using this from previous apps I've done from Digital Dive and Tower of Animus

History:Tsubomi is the oldest daughter of Mizuki and Youichi Hanasaki and oldest granddaughter of Kaoruko Hanasaki. At a young age, her parents were always on the go, absorbed into their work while Kaoruko watched over young Tsubomi. While she enjoyed being with her grandmother, Tsubomi became increasingly lonely, finally breaking down after watching a mother bird tend to her young and realizing how lonely she was. It was just by chance the rest of her family caught this. Realizing how important their family was, her parents quit their jobs and decided to move where Kaoruko live, in the sleepy town of Kibougahana. On her way to the town, though, Tsubomi had a dream. A dream of a purple-haired woman calling herself "Cure Moonlight" fighting a demon-winged woman by a tree and being defeated, her last words calling for the creatures near her to find her replacement and to have them protect the "Great Heart Tree".

Shrugging off the dream, Tsubomi made her way to her first day of school and was practically shanghaied by a very energetic classmate named Erika Kurumi. Despite the girl trying to make Tsubomi feel at home, her energy put off Tsubomi and she broke contact with her. However, this set the stage for Tsubomi's own change when, after visiting a hillside overlooking the town, she had a close-encounter with the two creatures from her dream - face-first. The creatures were fairies named Chypre and Coffret and, because of her dream, she was now chosen to become the latest "Pretty Cure". Tsubomi didn't understand a lick of this until another woman showed up - the Desert Apostle known as Sasorina. Having turned the down-trodden Erika into a Desertian, Tsubomi was forced to become a Pretty Cure, calling herself "Cure Blossom" and... spectacularly failing, being dubbed "The Weakest Pretty Cure Ever". However, she found herself rescued by a mysterious handsome stranger and would wake up, restored to normal, in her grandmother's greenhouse. There, Tsubomi learned that she was once a Pretty Cure (the greatest ever, Cure Flower) and that the odd creature always in the greenhouse was her fairy companion, Coupe. The Desertian's return, however, forced Tsubomi to confront it once more and finally defeat the beast, rescuing Erika. Through this, Tsubomi finally broke down and decided to try to be friends with Erika once more.

Soon after, it was revealed that Erika herself had the same dream Tsubomi had, thus making her material for being Pretty Cure. Initially, Erika turned it down, but seeing how cool it was (and that Tsubomi was in trouble), she took up the job and became Cure Marine. With the two united, the Heartcatch Pretty Cure team was born, facing down Sasorina and her Apostle companions, Cobraja and Kumojacky. During this time, Tsubomi met and fell head over heels for the Student Council President, Itsuki Myoudouin... which ended rather quickly when she learned Itsuki was a girl. However, when she became a Desertian, the two girls were able to rescue her, even though it meant Tsubomi doing so in her PJs. Their easy times came to an end when the demon-winged woman, the Dark Pretty Cure, returned and nearly killed them. This and many other encounters would prompt them to get stronger, especially after learning the identity of Cure Moonlight, Yuri Tsukikage, and why she can't fight anymore. Their fortunes would change with the birth of the third fairy, Potpourri, and his recruitment of Itsuki, turning her into Cure Sunshine.

Dark times were coming, though, and Kaoruko realized they weren't strong enough to face the coming evil. Gathering the three Cures and Yuri, Kaoruko lead them to the Pretty Cure Palace so they could take the test to see if they were worthy of holding the Heartcatch Mirage. Their opponent was the mysterious stranger that had saved Tsubomi and the others many times. Upon his defeat, Tsubomi found herself heartbroken again - the mysterious handsome stranger was Coupe in disguise! After obtaining the Heartcatch Mirage, their luck changed even more as, when the Desert Apostles and the Dark Pretty Cure appeared as one team, Yuri was able to face her past mistakes and return as Cure Moonlight, driving them off. The arrival of a Desert Devil on Earth forced the girls to take one last test to prove their worthiness - facing down the embodiment of their negative traits. While Yuri, Erika and Itsuki faced down and triumphed over their Mirages easily, Tsubomi had the most trouble, uncertain if she could change herself. At last, Tsubomi was able to go through it and unlock the full power of the Heartcatch Mirage. With their new power, the girls were able to defeat another attacking Desert Devil and, later on, purify Sasorina.

However, things would get tougher for the girls when the true evil attacking Earth, Dune, made his appearance. In short order, he defeated the team, kidnapped Kaoruko and regained his power, turning Earth into a desert by destroying the Great Heart Tree. Their failure nearly left the girls in despair, only to learn that those they had saved from being Desertians were also around and that they still had a chance. Taking the fight to Dune's fortress, Tsubomi and Yuri split up from Erika and Itsuki, rescuing Kaoruko and confronting the Dark Pretty Cure and Professor Sabaku, her creator. In the fight, Yuri and Tsubomi learned the truth of Sabaku - that he was her long lost father. With the Dark Pretty Cure regretfully killed, Dune returned and attempted to kill the three, only for Sabaku to take the shot and perish. Before Yuri could go into a Roaring Rampage of Revenge, Tsubomi was able to convince her to not fight with hate, but with love, reuniting Yuri's broken Precure Seed. Together, the two took the fight to Dune, aided by Itsuki and Erika. Despite their power, Dune was still too powerful and he threatened to smash the Earth with his own two fists, gloating that their love could never defeat his hate. Instead, using the power of the Heartcatch Mirage, the four fused into a powerful Pretty Cure, the Infinity Silhouette and, with a single punch, purified Dune and saved the Earth.

A few months later, Tsubomi would have returned to a simpiler life, this time as a big sister to boot.
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2/2

[personal profile] bag_has_snapped 2012-11-10 04:57 am (UTC)(link)
Personality:Most Precure team leaders seem to have the same qualities: upbeat, chipper, full of energy and usually doing some majoy extracurricular activity. Tsubomi bucks the trend completely - that goes to her first friend, Erika. Instead, Tsubomi is much more passive in her actions. She's shy to a fault, quick to stammer and flail and otherwise is one to be somewhat of a wallflower. Her heart is in the right place and she genuinely wants to be there for others.

A lot of Tsubomi's quirks is due to the fact that she had been really parentless for most of her life. While her parents were off on their jobs, Tsubomi really clung to her grandmother and wasn't one to stand up for herself, not really making friends and considering flowers to be her real friends. It isn't until she got to Kibogahana that she's able to finally come out of her shell and make the friends she desperately wants.

For the most part, Tsubomi's taste in friends seem to be an odd thing. A lot of her friends, inside and outside of her Precure circle, have various quirks and she somehow is able to draw out the best of them. Going with her Precure teammates, she was able to calm down Erika to the point where she wasn't forceful, she was able to help Itsuki accept the fact that she can be strong without losing her feminity and help Yuri find the strength to keep going after such crushing defeats. Outside of that circle, Tsubomi's desire to grow and connect has latched on to others, helping them with their own problems.

An interesting thing about Tsubomi is that she doesn't seem to hold any grudges against anyone. She's willing to see the best in anyone and she doesn't like it when others try to harm other people. The one time she held a grudge, when she first met Erika and her energeticness turned her off towards her, Erika became a monster and she realized she messed up big time. This sort of thing boils down to what she told Yuri during the final fight with the villain Dune: "Fight with love." - don't attack with the intent on drawing blood or gaining vengeance.

Another quirk about her is her love for both flowers and fashion. Flowers is most likely her number one hobby as she spent her entire childhood tending to all sorts of flowers thanks to her living with her grandmother. This hobby has gotten to the point where she'll basically tick off things about flowers and she is quite knowledgable about the Language of Flowers, as she tended to point out what the flower a person's Heart Flower was and what it meant in that language. After bonding with Erika, Tsubomi was introduced to the world of fashion, leading her to be able to design and make her own clothes. However, where Erika could churn out designs like crazy, Tsubomi did things in her own pace.

In a fight, Tsubomi tends to hold back, mostly due to the fact that the monsters she fought beforehand were actually humans transformed. She seems more intent on either softening them up or trying to talk them down. However, when pushed to the limits, she'll easily drop the kid gloves and end the fight. Her crying out that "Her bag of tolerance has just snapped!" is an easy indicator to that.

Other:

As a normal human, Tsubomi... is quite weak. She has a FEW skills in martial arts, though being trained by a fellow student who learned his moves from TV doesn't really count. However, she IS knowledgable of flowers, so that's a plus.

However, as the Precure known as Cure Blossom, that's a whole different story. Through the use of the Heart Perfume and the Precure Seed held by her fairy partner Chypre, Tsubomi can become Cure Blossom. In that form, Tsubomi's strength, stamina and agility is increased to near superhuman levels, allowing her to fight monsters head on. Her main weapon is the Blossom Tact, a wand-like device that allows her to fire her ultimate attack, the Pink Forte Wave. Though the attack is usually seen as a purification attack - where it hits an enemy, ensnares them in an energy and, spinning a device on the Tact, purifies their heart, relaxing them in the process - it can also be fired as a normal energy attack.

As well, the Tact can be used to initiate a tag team attack known as the Floral Power Fortissimo, where her and her fellow Precure mark an F symbol in front of them, which glows with power and allow them to fly at their opponent (think of it like the Shine Spark attacks used by those like Samus Aran of the Metroid series or Getter Dragon of the Getter Robo anime series). Unlike the one performed by Yuri/Cure Moonlight, Tsubomi HAS to have a partner to perform this.

Interestingly, unlike other Precure outside of her series, Tsubomi has a whole list of secondary attacks as Cure Blossom. The Blossom Shower is a basic projectile attack that launches a cluster of energy flower petals; the Blossom Flower Storm, which Tsubomi spins around, surrounding herself in a tornado of energy petals; the Blossom Impact and Blossom Double Impact, where she can channel energy into her palms and release it as a burst of energy; the Blossom Screw Punch, where she charges up a Blossom Impact attack, then fires it as an energy blast; and her oddest attack, the Blossom Butt Punch, which she high-speed hip drops an opponent. Even she doesn't know why she called it that.

Her fairy partner, Chypre has a few powers herself. She's the one who holds Tsubomi's Precure Seed needed for transformation. As well, she can convert into the Cure Mantle, a pink energy cape that Tsubomi can wear as both her normal self and as Cure Blossom. As well, Chypre has a special lens that can peer into people's hearts and see their Heart Flower and the state its in.

Additional Links: http://prettycure.wikia.com/wiki/Hanasaki_Tsubomi

First Person (entry type):

Mmm... you ever have those days where you wonder if what you've done is enough? I mean, I've been helping with my grandma on taking care of her plants in her greenhouse, but sometimes it seems like a lot of the plants don't want to be helped. I know, it's odd to think like that, but it's one of those moments where you just have to wonder...

...oh, why am I acting so melancholy? I have things planned and I can't exactly save everything right? That's how things are...!

Third Person:

Tsubomi hated to admit it, but it felt like her life had been tossed head over heels in confusion since she arrived in Kibogahana. The arrival, meeting Chypre and Coffret, becoming Cure Blossom and having her new friend Erika become Cure Marine was just the start. Between their first encounters with the Dark Precure and learning that Yuri, that softspoken and distant girl whose friends with Erika's older sister, was Cure Moonlight, the one in her dream... it was a little on the overwhelming side. Especially with how distant Yuri was.

Tsubomi, like everyone else, has taken to doing the same thing that others do when distraught - approach her grandmother's old fairy partner, Coupe, and hug him. As large and soft as he was, he certainly was a comforting sight.

"Coupe, do you think everything'll be okay? I mean... the Dark Precure's still out there and she's amazingly strong. And Yuri... I want to help her, but it feels like she doesn't want to be helped..." Tsubomi said as she looked up at the large fairy. For the most part, the creature just looked down, his stoic gaze now focusing on her. No response from him as usual, causing Tsubomi to sigh. "Things'll get better... I know they will... I just don't like feeling this helpless..."

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[personal profile] irrigo - 2012-11-11 02:27 (UTC) - Expand
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Itsuki Myoudouin | Heartcatch Precure! | Reserved | 1/2

[personal profile] sunbloom 2012-11-10 06:01 am (UTC)(link)
Player nickname: MaxSalsa
Player DW: [personal profile] maxsalsa
Way to contact you:
AIM: ultimatesalsa (preferred!)
Plurk: [plurk.com profile] MaxSalsa, but I haven't used it. Ever.
Are you at least 15?: Aye.
Current Characters: Rita Mordio, and depending on timing, an app either in-progress or submitted for Totori Helmold.

Character: Itsuki Myoudouin [aka Cure Sunshine]
Fandom: Heartcatch Precure!
sunbloom: (Default)

2/2

[personal profile] sunbloom 2012-11-10 06:02 am (UTC)(link)
Character Notes:
History: Itsuki is a young woman with a totally unreasonable set of expectations. Her family runs an aikido dojo, and her older brother Satsuki is in line to succeed it. However, Satsuki is chronically ill, and is too weak to actually train. So Itsuki offered, at a young age, to take his place as the heir to the family style. Of course, as a girl she can't do that, so she decided to cast away her femininity for her brother's sake, and since she was little she's been living as a boy, training to succeed the dojo. Years have passed with this arrangement, and she's now in the spring of her second year of middle school, where she's the charismatic student council president everyone adores. Through her position atop the student council, she met Erika Kurumi, would-be president of the Fashion Club, and her would-be lieutenant Tsubomi Hanasaki. She liked their energy, and approved the paperwork they brought her, but she didn't really pay a whole lot of attention to them.

It was around this time that weird things started to happen in Kibougahana: things get damaged and subsequently repaired as if by magic; massive monsters appear, complain about issues in their lives, and then disappear; and two girls known as the Precure, Cure Blossom and Cure Marine, have become the hottest thing. While she monitored the situation as best she could, she was a little busy trying to keep the school from falling apart without her (and under the weight of the Precure rumors), so she didn't have the time to investigate herself. She did, at around the time the girls brought their paperwork by, have an odd dream that she turned into a monster, screaming about her insecurities regarding having to succeed the dojo and live as someone she wasn't; it ended just as suddenly when she was saved by the Precure, and Itsuki found herself starting to wish, just a little, that she could be someone like that.

As spring turns to summer, Itsuki finds herself considering her feminine side again, and ends up consulting the Fashion Club for advice; she ends up working out a clothing design and chooses the colors and fabric that will go into it, which she takes home to look over, though she of course can't show it to her grandfather. The next day, Tsubomi and Erika come to visit to actually complete the design, and they're able to finish the top she'd designed that day, instructing Itsuki on how to help with the process, teaching her how to cut and sew. The end result is a yellow top with a sunflower motif, one she ends up loving to wear whenever she gets a chance. Her brother sees her in it, and comments it's a good fit, and is happy she's getting back in touch with the real Itsuki, but her grandfather seems to disapprove, and she reminds herself she can't like both cute things and martial arts; she'll have to choose one or the other.

Shortly thereafter, a challenger, Hiroto, comes to the dojo seeking to take on its master; Itsuki steps up to fight in her grandfather's place, and while she wins the match by the standard rules, Hiroto cheats, and soon has turned the tables, pulling a severely damaging blow and causing Itsuki's grandfather to declare him the winner lest he hurt Itsuki. As Hiroto walks away with the dojo's signboard as proof of his victory, he's attacked by Kumojacky, a soldier of the evil Desert Apostles, and his Heart Flower is stolen, turning him into a monster that proceeds to attack! Itsuki quickly finds herself on the outside of a Precure battle looking in, as Blossom and Marine appear on the scene and try to fight back, but they're overwhelmed when Kumojacky joins the fray himself; it falls to Itsuki to assist, and even without the super strength that being a Cure provides, she's able to cover Blossom and Marine long enough for them to get things back under control. That evening, Hiroto returns the sign, and Itsuki makes her decision: she'll work hard and change herself, to become someone that can like both martial arts and cute things. (This brings Itsuki up to her starting canon point.)

Late that summer, Itsuki's brother Satsuki is informed that there's a procedure with good odds of curing his condition, but he's wavering on whether or not to do it. Itsuki isn't really able to help him, and she can't figure out what to do with herself to keep from worrying; her mother ends up sharing her story with Tsubomi and Erika, who become worried for Itsuki in turn. While this is happening, a fairy named Potpourri visits Itsuki, and tells her she is destined to become the third Precure, but Itsuki tells him she won't really be able to help with her feelings the way they are, and Tsubomi and Erika find Itsuki to take Potpourri back home. The day of the procedure, Itsuki goes to visit her brother and finds he's missing, having been turned into a monster and made to destroy his surroundings. The Precure appear to fight the Desertrian, but they're pushed back. When everything seems grim, Itsuki's resolve to protect her brother strengthens enough that the Heart Perfume that Potpourri is carrying resonates with her heart, and Itsuki is able to become Cure Sunshine, the third Precure!

From this day, Itsuki uses her considerable power to help Tsubomi and Erika, and later Yuri, protect the people of Kibougahana from the attacks of the Desert Apostles in their quest to turn Earth into a desert. As the team continues to fight, they reach a plateau of power, and must eventually face shadows of themselves to gain new power to fight the forces of darkness. Sunshine Mirage confronts Itsuki about her having abandoned her dedication to her family's martial arts, or to the brother she so adores. While she's off-balance at first, Itsuki comes to realize that even if what the shadow of herself is saying sounds right on paper, it's not true - she's never stopped caring about those things, she just applies herself to them differently. After defeating her Mirage, she and the others gain the power of the Heartcatch Mirage, a magical item that grants them massive power so long as they're all together.

Itsuki quickly begins to realize that, while she likes being the leader of her fellow students, it's taking up time she could be using to save the world, and she announces she won't run for student council again next year so she can focus on her duties as Cure Sunshine. As winter approaches, the attacks of the Desert Apostles reach a pinnacle, and on Chrismas Eve, their leader makes an appearance on Earth: Dune. With amazing speed and power, Dune makes short work of the Precure and, while they're unconscious, succeeds in turning almost the entire world into a desert, the only safe place being the botanical garden Tsubomi's grandmother runs. From here, they launch their counterattack, heading into space to attack the enemy at the heart of their operations, in their base, the Castle Planet. After several hard fights, the team reaches Professor Sabaaku, the second-in-command of the operation, and Dark Precure, an amazingly powerful opponent. The two nearly manage to take the girls down, but Tsubomi and Yuri are able to rally and take care of things. It then falls to the girls to defeat Dune; they almost succeed, but he breaks away and takes on a final form the size of the Earth. The four girls combine their powers through the Heartcatch Mirage and take on a final form of their own, a girl with a flowing dress and galaxies reflected in her eyes, who delivers the final blow to Dune, restoring the world.

Personality: (Copied from an old application. Some of this is a little forward of where she'll be, but Itsuki's personality isn't well-expressed until she's part of the group.)

Itsuki is a natural leader, and it colors everything she does. She's very charismatic, and she loves contact with people; being the student council president was a way to use her talents that she'd enjoy, and for a while she was happy with that. Living the way she did, dressing and acting like a boy, was hard, but the knowledge that she was helping people saw her through. She lived her days as a lie, but what else could she do? Her self-assigned duty to her brother came first, even if it hurt.

That all changed when she met Tsubomi and Erika. Suddenly she wasn't just the leader of the dojo, or first among a council of equals. She was someone people wanted to be with and learn about, for herself. To Itsuki, that was huge, and she had no problem letting herself get caught up in their flow... perhaps too much so. It was a harsh wake-up call to realize that she couldn't let her mask fall away while still doing her duty to the dojo, or to the council. When her grandfather forced the issue and told her to seek herself before returning to serious training, she was lost for a while, trying to figure out what to do with herself. The combination of Potpourri's offer to become Cure Sunshine and seeing her brother being used for evil drove her to put herself to work as a protector, and that paradigm shift has driven her ever since. She believes wholeheartedly that everyone can be saved if you have the power, and her abilities as Cure Sunshine definitely fit the bill.

Itsuki is a girl of action. Once a course is decided, she's leading the charge, and knows exactly what the next steps are. She knows how to work with people to get things done, and she's willing to compromise to make people work together. She can keep her head in a crisis and is great at rallying groups. Should something go wrong, she's willing to stay behind and keep everyone safe until the crisis has passed or everyone's out, even at expense to herself. If she doesn't know how to solve a problem, either she'll find someone who does, or she'll do whatever seems right if she can't get help. When faced with something she knows she has no hope against, though, she'll be running too; she's more than capable of picking her battles.

She isn't particularly experienced in relationships of really any kind; she hasn't really had friends before she met Tsubomi and Erika, just colleagues, and as the heir to the Myoudouin style she couldn't really make friends with any of the disciples there. In more private settings she's still getting used to being around people, and at expressing herself candidly. Erika's Fashion Club is helping with that, too; Itsuki can stop being "the student council president" and just be herself around those girls, and she's thankful for that. She's been getting used to taking care of others via Potpourri, but he's a little too hyper to be much help.

Itsuki is intimately aware that she's in a weird place in her life; she's a middle school student, but the world is on her shoulders. The moment she took her Heart Perfume in hand she knew she wouldn't be able to just stop, and she lives every day since that moment ready for anything to happen. She knows she needs to take breaks, but even while she's laughing and enjoying time with her newfound friends, she's always ready for crisis, attacks, or disaster. It's a hard life, and she knows she's a little paranoid about it, but she's in it to save people, and that's the thought first and foremost on her mind. But if there weren't imminent destruction in her future... maybe, just maybe, she could relax and take a break. Until then, she continues to protect her city. There are too many things to lose to relax any time soon.

Additional Links: Itsuki on the Precure Wiki

First Person:

I've got... kind of a weird question today, community. [Well, this is new. Itsuki looks a little nervous for once.]

Suppose you had two things to choose from. One of them's very important to you. You've dedicated your entire life to that one thing, to the exclusion of almost everything else. It's what you've lived for all this time. And the other thing... is something you gave up to make the first thing happen. You can't have the second thing back as long as you're pursuing the first one.

But... you're starting to miss having the second thing, but you don't want to give up the first one. [She shakes her head.] I'm sorry, this is a little confusing, but... what would you do? Keep pursuing the first thing and try not to think about what you're losing, or regain what you've lost but sacrifice the thing that's given your life direction?

Third Person:

Itsuki wasn't blind. She was quickly starting to realize there was something weird going on. All the weird times things were destroyed and were magically fixed five minutes later. The random monster attacks. And the pink and blue girls that never seemed to be around when Tsubomi and Erika were present, even if she'd just been with them when disaster struck. It made her suspicious. Granted, if she was right, she couldn't fault them; if everyone knew they were the Precure, there'd be an uproar. But... couldn't they at least tell her? So she wouldn't worry quite so much when they ran back into trouble?

And... wasn't there room for one more in their team? Someone else who desired to protect the things important to them?

She shook her head. No, best not to get ideas. She wasn't meant to be part of the Precure. She had enough on her plate as it is, even if she was starting to feel like she was doing things all wrong, lately. Satsuki needed her. There was no time for playing at being some kind of magical girl. Not now.

And yet, in the privacy of her own mind, she couldn't help but wonder what it'd be like. And, so unlike her, she daydreamed of battle, and being part of something bigger than her.

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[personal profile] irrigo - 2012-11-11 02:28 (UTC) - Expand
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Mr. Gold/Rumplestiltskin | Once Upon a Time | Reserved 1/2

[personal profile] anotherdeal 2012-11-11 07:32 pm (UTC)(link)
Player nickname: Dawn
Player DW: [personal profile] unsurrendered
Way to contact you:
Email: cycloneswake[at]gmail[dot]com
AIM: tangledgraces
Plurk: [plurk.com profile] tangledgraces
Other: PMs to character or personal journal always work!
Are you at least 15?: Y
Current Characters: Phil Coulson, Peter Parker

Character: Mr. Gold (Rumplestiltskin)
Fandom: Once Upon a Time

Character Notes:
Mr. Gold is the Storybrooke identity that was given to Rumplestiltskin by the curse that brought everyone from their land to rural Maine and wiped their memories. However, Mr. Gold has always remembered who he is and was. Because his real world identity is a fabrication, there is not much backstory for it, so most of the history section will deal with his fairy-tale-land self and the events that occurred in Storybrooke after Emma arrived and set time to moving correctly.

Part of this application includes parts of a previous app I wrote for Rumplestiltskin at Star Kingdom (that application is visible here in his character journal)



History:
Rumplestiltskin was born a mortal man. He lived in a rather humble village and worked as a spinner. Somewhere along the way he was married and had a single son, Baelfire. His wife was displeased at him for fleeing from a war and earning the reputation of a coward. She was eventually "stolen" away by pirates, and Rumple was too much of a coward to fight the pirate crew to save her. Believing his wife lost for good, Rumpelstiltskin raised his son alone as best he could. However, this was complicated by the rather dangerous and dire times that had engulfed the hamlet where he lived. War (against Ogres) had taken its toll on the land, and the army was so in need of soldiers that children were taken away from their families once they reached a certain age to fight on the front lines. Rumpelstiltskin's son was perilously close to this age, and he was terrified of losing him.

Years earlier, Rumpelstiltskin fled from a battle himself and earned a reputation of being a coward as a result. However, when his son was in danger, he planned to flee once more, this time with the boy, to protect Baelfire from having to fight (and likely die) in the war. However, before he could manage to flee, the soldiers found and threatened him, making a point to humiliate Rumpelstiltskin in front of his son. With nowhere else to turn, the old spinner was more than a bit distraught. On his way back to his village, however, he and his son met an old beggar who told them the source of the Duke's power -- a being called the Dark One. The leader of the soldiers called upon the Dark One to enforce his edicts with violence and magic. This terrifying being, the old man informed him, was controlled by a dagger in the Duke's possession. With this dagger, Rumpelstiltskin could control the Dark One and stop the reign of terror and -- most importantly -- save his son.

Armed with this knowledge and a desperation to keep Baelfire safe, Rumpelstiltskin broke into the Duke's castle and stole the dagger. He used it to summon the Dark One. However, the encounter went poorly, and Rumpelstiltskin was terrified of the creature, who taunted him about his cowardice and made insinuations that Rumpelstiltskin was not Baelfire's actual father. In a sudden fit of rage, Rumpelstiltskin stabbed the Dark One and was shocked to find that the creature was the same old beggar who told him of the dagger in the first place. The beggar was tired of living with this curse and tricked Rumpelstiltskin. In killing him with the cursed dagger, Rumpelstiltskin took the curse onto himself. It changed him -- in appearance and in personality. It gave him a sudden almost unimaginable power, which he used to destroy the soldiers, violently, much to the horror of his son. He also used this new found power to end the Ogre wars and save the children from the front lines, keeping Bae from having to fight.

But the darkness in him kept growing. His son began to despair about what his father had become. Bae made a wish and a deal with a faerie for a magical bean (the last of its kind) that would open a portal to a world without magic, where Rumplestiltskin would be free of his curse and the darkness it had brought over him. Rumplestiltskin agreed to go, but at the last moment his cowardice got the better of him and he hesitated too long. Baelfire was dragged to this other world and the portal closed with Rumple still on this side. He lost his son and immediately became frantic and regretful. But there was no way to reopen the portal.

Years later, Rumpelstiltskin had used his power to become a very well known and feared man. He was infamous for the deals that he made, promising (and delivering) people the things that they desperately wanted and needed -- at a price. Along the way he had had also met and mentored Regina, the woman who would become the Evil Queen, though it appeared that they had a falling out along the way. Through all his business, he had amassed quite a collection of interesting things and favors. He lived alone, however, and regularly spent his time spinning straw into gold, alone in a large estate.

This changed, however, when he was summoned to a kingdom that was overrun by ogres. They were desperately seeking a solution, and Rumpelstiltskin agreed to provide them with the protection they needed, but in exchange he demanded that the King's daughter, Belle, come and stay with him at his estate as its caretaker. Despite the protests of her father and fiance, Belle agreed and the deal was struck. Rumpelstiltskin took her back to his estate and she fell into her role as housekeeper. Slowly, the two became friendly with one another. Belle was not afraid of him, and they began talking and growing closer, something that Rumpelstiltskin was unsure how to deal with. More than that, an affection had begun to grow in him for Belle, a fact that he would not admit, likely even to himself. Finally, he told her to go to town -- her first time being allowed to leave his estate since the deal was struck -- to fetch him more straw to spin. He expected that she would not return, and in a way was choosing to grant her her freedom without explicitly saying it and breaking their deal.

He was surprised when she returned, and further surprised when she kissed him. This kiss, however, proved to be one of true love (one of the most powerful magics in existence) and it began to reverse the curse that he was under. He recoiled and pushed Belle away. In a fit of anger (and, in all honesty, fear) he locked her in the dungeon. He proclaimed that no one could ever love him, and that he didn't love her. He valued his power more. However, the sheer fact that the kiss was undoing his curse was proof enough that it was an action of true love, proving his feelings for her even if he denied them.

He sent Belle away, despite her warnings that he would spend the rest of his life alone with a heart full of regret. This proved to be very true, when not long after, the (evil) Queen arrived and cruelly informed Rumpelstiltskin that Belle's father had believed Belle to be corrupted by her time with Rumpelstiltskin, had locked her in a tower, had her cleansed by clerics and their scourges, the treatment eventually driving Belle to leap from the tower and to her death. Rumpelstiltskin sent the Queen away and was grief stricken, clinging to the sole memento of his time with Belle, a small teacup that she had chipped.

Life went on, however, and Rumpelstiltskin, feared monster that he was, continued making his deals. Many of these seemed to be interconnected. In particular, he became involved in the fate of Snow White and Prince Charming as well as the Evil Queen. His deals with Snow and Charming led to his ability to bottle the magic of true love. His dealing with the Queen led to the curse that plunged the fairytale world into mostly magicless real world of Storybrooke. (It was later revealed that Rumpelstiltskin's Storybrooke counterpart is one of the few who retained his memories of his life as Rumpelstiltskin, and had designed the curse as a way to get to the world where Bae had disappeared). He also provided Snow and Charming with the "solution" to the curse, telling them that their then-unborn child would be the savior who could break this curse. His price for this information was the baby's name -- Emma.

Once in Storybrooke, Rumplestiltskin's identity changed as everyone else's did. He became Mr. Gold, a wealthy and rather ruthless businessman. He ran a pawnshop, suspiciously full of trinkets from the other citizens of Storybrooke's lives. He also seemed to hold the lease to many of the properties in town, a fact that became apparent when he went about town looking for answers to questions and instead was met with repeated insistences of "the rent isn't due yet!" Later he reveleaed that he was also a lawyer and represented Mary Margaret when she was suspected of murder.

When Emma first arrived in Storybrooke, Mr. Gold encountered her and asked her name. At the answer, he seemed far too pleased. Bit by bit he revealed himself as both ally to Emma and a villain. He helped her win election as sheriff when running against the mayor's minion. But this help was rather twisted. He lit a fire that trapped the mayor so that Emma could save her. Emma found out he was behind it and turned him away and admitted the truth to the town, expecting to lose the election because of it. Instead, she won. This was what Gold had planned all along, in that standing up to him was one way that Emma could prove herself a capable and strong enough sheriff. Bit by bit he turned out to be a force of opposition to the Mayor (Regina, who was the evil queen who had cast the curse) and incurred her wrath.

In one instance, she went after him by prompting Moe (in his previous life, Belle's father) to steal from him. Though most of his property was recovered, one trinket was missing and it sent Gold into an absolute rage. It was the teacup that Belle had chipped in their lives in the fairytale world, his last remembrance of her. After beating Moe near to death to find out where it was, he landed himself in jail. Regina visited then and admitted she had the cup. Before she would give it back to him, she insisted that he tell her his name. And with barely contained rage he answered that his name was Rumplestiltskin, admitting that he had remembered his true memories. From then on he continued his machinations to ensure that the curse would be broken, sometimes seemingly allying with Regina, only to double cross her.

When Emma finally began believing in the magic and the truth of Storybrooke, he provided her with her father's sword to do battle with a dragon to recover a potion that could save Henry from a sleeping spell that was killing him. Shortly after, Belle walked into his shop. All this time in Storybrooke, she had been hidden and locked away by Regina. She had no memories of her previous life, but she had been set free and told to find Mr. Gold.

Shortly after this, the curse broke entirely and everyone regained their memories. Gold admitted to Belle that he loved her, and then insisted he had something important to do. Using the true love potion, he set a cloud of magic over the town to regain his power. Bit by bit his relationship with Belle began to grow strained. He tried to send her away because he realized that even if she hoped he would, he couldn't change from the monster that he was. But she insisted that was why she had to stay. Later she changed her mind after finding out that he was practicing magic more and more. Realizing that he was going to lose her for real this time, he felt that he at least owed her the truth. He explained how he had lost Baelfire and that he was a coward still, that he felt he needed the magic, the power. And that he was trying to find a way to his son -- tricky since he still couldn't leave Storybrooke without losing all memories of his true life.
anotherdeal: (Default)

Mr. Gold/Rumplestiltskin | Once Upon a Time | Reserved 2/3 ...oops

[personal profile] anotherdeal 2012-11-11 07:35 pm (UTC)(link)
Personality:
The two sides of his identity, Mr. Gold and Rumplestiltskin are very very different. But the uniting factor in both is that both are largely masks that he wears to deflect the majority of the world. To hide. Gold is a coward and always has been, a fact that he eventually admits to himself (and to those closest to him), but that he has, as of yet, been unable to change. He cloaks himself in power and viciousness and is always grasping for more power, more strength.

Because his two personas are so different on the surface, it's important to understand both.

Rumplestiltskin

Rumpelstiltskin is an imp. At first glance, he seems largely mischievous. He is quick to laughter and tends to treat life a bit like a game that he is playing. However, this mischief is a thin veneer that does little to hide his much darker, more sinister self. He has become a much-feared monster for good reasons. His motivations are his own, and he does not hesitate in taking actions that would cause other people pain and suffering or death if it happens to be in his own best interest. He can be cruel and vicious, as shown in his treatment of the soldiers who had tormented him before he gained the Dark One's curse. He also has an intense hatred for fairies, and seems to genuinely enjoy killing them whenever possible. It's an odd hobby, but like most of the things that he does, it has a deeper reasoning to it.

One of the main things that Rumpelstiltskin is associated with are his deals -- many of which are double edged swords. His half of the deal always delivers, but sometimes with consequences that were not anticipated by the person who sought them out. For example, the memory potion he gave to Snow White so that she could forget her love for Charming did more than just remove the prince from her memory. It took all her capability to love from her, turning her into a cruel and hard person -- something that conveniently enough played into Rumpelstiltskin's later plans of having Charming save her and eventually using a small piece of the two lovers to finally bottle true love as a potion. This careful plotting that extends far out into the future is another of his main characteristics. He is a schemer who chooses his actions and his prices quite carefully. Even if he pretends to be an impish, manic creature, he does not make his decisions rashly. In fact, he has blatantly taken advantage of those who do not think things through quite so carefully. When Cinderella was desperate to leave behind the life of abuse at the hands of her stepmother, he makes her a deal about claiming his price at a later date, once she has become a princess. She agrees without asking further details, assuming he'll want money or jewels. In fact, his price turns out to be her first born child. His schemes are very carefully mapped out.

However, there is an exception to this. When he is angry, Rumpelstiltskin's judgment and careful planning seems to go straight out the window. He has shown himself to be prone to fits of temper -- though this does seem to be a rarity and is almost always connected to those he genuinely loves. First, his rash action in stabbing the original Dark One after goading about his son and later when he smashes and breaks so many things in his home after learning of Belle's fate from the Queen.

Despite his viciousness and violence, Rumpelstiltskin is capable of caring deeply for people, even after becoming the creature that he is. This is clearest in his relationship with Belle. The fact that her kiss was beginning to reverse his curse before he pushed her away is proof that the love between them was real, and in particular from his end of the equation. (We learn later when Charming tries to save the amnesiac Snow with true love's kiss, it fails at first because she no longer remembers her love for him, regardless of how much he still loves her.) Rumpelstiltskin was also willing to let Belle out of her deal, sending her into town with the expectation that she would not return to him -- quite surprised when she actually did.

Underneath Rumpelstiltskin's outward personality, there appears to be a deep sadness and loss -- all centered around the loss of his son. Bae has been taken from his life, however, he still keeps his son's clothes in a room at his estate, and when Belle asks, he refuses to speak about them. He seems unable to really confront his past, and he holds onto his pain like it is as much a shield as anything. But there is good reason for this. Getting Baelfire back is his primary mission in life.

Rumpelstiltskin seems nearly addicted to making his deals. At one point, it is his desire for making them that leads to his being captured and imprisoned. However, based on the way things unfold, this is part of his plans. He is not only addicted to dealing, he is also apparently addicted to power. Most of his decisions seem to be a way for him to obtain more or keep his current power. Even in turning Belle away, he was clinging to his curse and his power. Part of his is because, even with as powerful as he has become, Rumpelstiltskin is still a coward deep down. He is still the same frightened man he has always been. He fears being hurt -- physically as well as emotionally. He insists that no one could love him, but it seems more than he is too afraid to take the risk that letting love in could be. There may well be good reason for this. In the past, his wife left him to run off with pirates because she didn't love him anymore. Later, in a fit of anger, he kills her when he finds this out and lops the hand off her new lover. His anger is often suppressed, but it escapes in violent outbursts.

Also suppressed and hidden deep inside himself is a vulnerability that he does not want to let anyone see. Mostly it is centered around his son and later around Belle. When he finds out her fate from Regina, there's an almost hopeful moment when he asks if Belle needs a home, sounding like he's quite ready to offer her one, despite his turning her away in the first place. When Regina tells him that Belle is "dead" he turns her away. His anger is the first thing that shows itself, a fit of smashing and breaking. But he also finds the little tea cup that Belle chipped and sets it very delicately in a spot he can see it, where it will be safe. Later, when dealing with Charming, he mentions that he was in love once and when asked what happened to her is very plain to say that she died, and for that moment, there's a flash of this same vulnerability.



Mr. Gold

First and foremost, Mr. Gold is Rumplestiltskin. They are one in the same. He has never forgotten his former life, always retained each and every memory of the fairy tale world even as the rest of the town has forgotten who they truly are. But even if they are the same person, Mr. Gold acts quite differently from Rumplestiltskin in many ways. First of all, Mr. Gold is a calm and collected businessman. He seldom shows any emotion much more intense than annoyance. He's very level and acts like he is aware of the way things will transpire, and often times he is. He is the one who pulls the strings, who sets things in motion and then sits back to watch them unfurl. He seldom gets his own hands dirty, at least in any way that is traceable back to him without at least some wiggle room for deniability. This is also how he operated as Rumplestiltskin. But Gold is a much more subdued and soft-spoken man than Rumplestiltskin was. They tend to do the same things in many respects, but their demeanor is the difference.

Where Rumplestiltskin is the type for grand gestures and flourishes and a bit of prancing from time to time, Gold is very self-contained. He seldom reacts to anything, at least when he is prepared for it. He is not nearly so quick to laugh as he was as Rumplestiltskin. In fact, even his smiles a great deal more subdued. Physically, he moves a great deal differently too -- partially because once the curse is lifted, his injury comes back and he limps and requires a cane. Mr. Gold is usually polite, though there's certainly an edge to nearly everything that he says or does. Much like the entire fairy tale realm was, the entire town of Storybrooke is wary and a bit afraid of him. He uses this fact to his advantage, in many ways "ruling" over the populace just as much as Regina, if not more so. He holds the lease over most buildings and it seems that a number of people owe him things, including Emma who has promised him a favor that he has not yet collected on, and that he does not like to let her forget that she owes him.

Anger is not something that Gold shows very often, but when he does, it is violent and explosive, another trait that he shares entirely with Rumplestiltskin. Usually Gold levels out at vaguely annoyed and walks away from situations with a threat or a bit of coercion, but when something dear to him is involved, things change. When Moe stole the teacup from him, he exploded in a rage and nearly beat the man to death. His emotions are below the surface more often than not, but they are also roiling, just waiting for the opportunity to be let loose and boil over.

Even as Gold there is a vulnerability in him, one that comes out in unplanned moments. When Belle reappears, there's a moment where Gold is struck absolutely silent by the sight of her. Even if she doesn't remember him, he pulls her into a hug and looks like he's on the verge of something like tears. He also finally admits that he loves her when when she remembers who she is.

However this love is not enough to stop him from his usual ways, secretive and scheming. It causes a rift between him and Belle, one that he seems incapable of mending. He twists words and makes promises that he keeps only technically (for example, he promised Belle he wouldn't kill Regina, so instead he marks her with a symbol that will draw a wraith to her, and the wraith will be the one to kill her. He considers this a promise kept, though Belle begs to differ). He admits to her that though she may hope otherwise, he is a monster and likely always will be. But still, when she disappears, he seeks out Charming/David for help and is sincerely concerned about her, something that David picks up on. He's willing to do anything he can to find her and save her, but when he does and she decides to leave him anyway because of the secrets and lies and his thirst for power, he realizes that he's losing her again. This revelation awakens a fear in him, the idea of losing Belle completely without ever telling her the truth, it's enough to prompt him into actually opening up to her. He finally tells her about himself, admits his own cowardice and tells her about Baelfire and how he's trying to find a way back to him. Though they don't necessarily kiss and make up, this display of honesty, genuine honesty, earns him at least a chance. And he's visibly grateful for it.

Gold is mostly interested in his own plans and plots and seems to help those around him more as a means to an end than any desire to really change their lives one way or another. An exception to this is the genuine animosity that he harbors towards Regina, especially after finding out that she has kept Belle hidden and imprisoned all these years.



In conclusion, whatever you choose to call him, Gold is a man who hides his true self beneath one veneer or another. His motivations he keeps close to the chest, only barely opening up to the very few he trusts or to those he needs to because they are useful for what he needs to accomplish. There is a deep and dark anger in him (only some of which can be attributed to darkness of the curse that he is under) that is fed by fear. He is terrified of becoming the simpering, cowering man that he used to be. But more than that terror is the fear of losing the few things left in life that he genuinely cares for and loves, namely Belle and Baelfire.

He is a liar and he twists words like it's an art form, and his deals are never quite as fair as they seem. But he's not necessarily the villain. Sometimes certainly he plays that role, but at other times, he is an unlikely ally, and a strong one at that. He always seems to be a few steps ahead of the game, his plans far-reaching and complex and often interconnected, a bit like the strands of a spider's web. He is a man driven by purpose, though he sometimes gets caught up in his own thirst for power and his continuing cowardice. But bit by bit he is learning and changing, largely thanks to Belle and her influence on him.



Other:
Rumplestiltskin possesses a great deal of magic due to the curse that he is under. He can conjure any number of things, enchant objects, craft curses, brew potions. In Storybrooke however, magic has not existed until very recently in current canon. Once magic is brought back, Gold's magic is returned to him and he's quick to make use of it.


Additional Links:
Mr. Gold
Rumplestiltskin

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[personal profile] irrigo - 2012-11-11 20:33 (UTC) - Expand
starofchaos: louis cyphre (Default)

Louis Cyphre | Shin Megami Tensei | Reapplication | 1/?

[personal profile] starofchaos 2012-11-12 05:51 pm (UTC)(link)
Player nickname: Pie
Player DW: [personal profile] tentacular
Way to contact you:
Email: pieberman@gmail.com
AIM: dmnthepatriots
Other: plurk
Are you at least 15?: Y
Current Characters: N/A
Character: Louis Cyphre (also occasionally goes by Louisa Ferre)
Fandom: The Shin Megami Tensei video games. (SMT has a complicated world-history.)
starofchaos: louis cyphre (young; so sleepy)

Louis Cyphre | Shin Megami Tensei | Reapplication | 2/?

[personal profile] starofchaos 2012-11-12 05:52 pm (UTC)(link)
Character Notes:
History:

NOTE: Firstly, it must be said that the chronology of the games is never exact; the world is stuck in an eternal loop, and there are many alternate worlds beside. As a result, it can easily be assumed that while Louis – who, as a demon, is outside the loop – is the same Louis in each game, it is not always the same reality that he is in.

Since time immemorial, the human world has been a battleground for the forces of chaos and law. Over and over, under the will of the origin of Gods (YHVH), the world has been reborn only to be destroyed anew. The cycle repeats over and over. An endless process of suffering in order to create a place of perfect law, where all minds become one and nothing so much as blinks. This is the will of God, and it is for this reason that his angels and the demons of Hell fight over this middle ground.

However, throughout the turmoil-filled history of these repeating worlds, there have been humans known as Devil Summoners, who have used technology to harness the powers of demons. These Devil Summoners are often the ones tasked with the choice. A world of freedom and anarchy, where only the strong can survive alongside the demons? Or a world of stillness and holiness, where nothing can sin and all will is lost?

Sometimes, however, their role is simply to keep the chaos of the demons from affecting the world – or to keep themselves from causing disasters due to the powers they now wield. However, when things become far too hot – that is where Louis Cyphre tends to appear.

The story began in Shin Megami Tensei. After a series of prophetic dreams, the hero of the story awoke to discover he had been sent a devil summoning program by a stranger named STEVEN. Soon afterwards, demons began to invade Tokyo and he came to realise that in order to survive he would need to negotiate with demons to gain their aid in battle. Demons, in the SMT-verse, are a blanket term for all non-human beings; even the angels themselves are demons, of a sort. And all demons take their forms from the minds of humans, resulting in many of them appearing as figures from mythology. To survive, one must negotiate with them, use their skills to their best advantage, and even fuse them into new and stronger forms.

As the demonic invasion grew ever more powerful and more people began to die, the US government decided on a contingency plan. They decided to nuke Japan from the face of the earth. To survive, the hero and his friends were transported to another reality – an event which lasted mere hours for them, but returned them to what remained of their own world more than thirty years later.

In this time, the world had been transformed. Nuclear war had wrecked the land, demons had taken over, and humans had divided themselves into two majority groups. There were the Messians, followers of the Order of Messiah, who intended to bring the Thousand Year Kingdom upon the world where only the holy might survive. And there were the members of the Gaea Cult, who sought chaos and freedom. The hero, however, chose neither route. He sought a world where demons and humans could co-exist without either side being wiped out.

Along the way, however, he encountered an unfamiliar figure. Louis Cyphre had cleared the first floor of demons and waited for him, with one purpose in mind – to bring the demon Lilith to meet the hero once more. Over the course of the game, Lilith had appeared more than once to cause them harm, although in disguise. This time also she attempted to, despite having come in peaceful intent, but was unable to hurt the hero and fled. Louis merely offered his apologies for her and left, leaving Ueno free for the demons to halt progress once more.

Soon enough the hero discovered that the Cathedral must be claimed in order to prevent either law or chaos from claiming the land and the Archangel Michael, at the bottom of it, must be stopped. Before that could be done, however, a demon known as the Asura Lord would need to be defeated. Knowing that they could not handle it, Louis directed their attention to a nearby island where his servant Beelzebub would challenge them. Tricking Beelzebub into thinking he feared this hero, he sent him against them – and Beelzebub was defeated.

Denying the hero’s desire for balance, his friends – the Law Hero and Chaos Hero – turned against him. One had become a holy figure, the other had fused with a demon. Both were defeated in turn, and the Archangel Michael too was destroyed. However, the desire to have humans and demons work together backfired greatly.

Thirty years later, in Shin Megami Tensei II, the world had taken a darker turn. The Messians had risen to power over the rest of the world, and revolts from the Gaians had been suppressed. To once more prepare the world for the Thousand Year Kingdom, a being named Aleph was created by them to be the new Messiah. Aleph, however, suffered from amnesia after a demon attack and was taken in by a man named Okamoto, who named him Hawk and took him in. He trained him as a tournament fighter.

However, that was to change when a virtual version of STEVEN surfaced to give him the Demon Summoning Program, warning him that their home – Tokyo Millenium – would soon be overrun by demons. Soon afterwards, a rogue scientist opened a portal to the Abyss, allowing demons to flow out of it, but was killed in the process. Mere moments later, a visitor from the Center arrived to tell Aleph who he truly was and bring him to the Center – the safe haven from which all of the world was controlled by the Messians. As the new Messiah, Aleph was sent out into the world to stop the invading demons from claiming areas owned by them – and also, by proxy, to manipulate the citizens of the world into believing he was a true saviour. This would bring them to the Messians’ side.

Soon enough, Aleph noticed an odd trait among the inhabitants of the Center; most of them appeared to have been brainwashed into living for nothing save their work, and following the Messians’ laws. During an attack on the Center, a false Messiah made his existence known. While tracking him down, Aleph ran into Louis Cyphre in a bar. After defeating the false Messiah, however, Aleph discovered from one of the Center’s Temple Knights that Valhalla had been swallowed by a demon, summoned by the Center – and that the Center had created Millenium in order to weed out those they did not find “worthy” of living in the Thousand Year Kingdom.

While Aleph attempted to find out the truth, Louis Cyphre appeared to him again and again to offer him advice, showing off an unnatural amount of knowledge about the actions of demons and humans alike. Before long he discovered that the Center had been using demons to control the minds of humans – and their Thousand Year Kingdom was a virtual reality that would manipulate their minds into thinking it was Heaven. Aleph proceeded to destroy the “Saviour” who was controlling it.

Upon confronting the Elders behind the Center, they were revealed to be angels – including Michael, who had not died in the previous game after all. However soon after a demon’s tail rose up on Earth, from the Abyss, and Aleph went down to it to stop it, discovering that Lucifer had given him the order to collect Magnetite, the source of demon powers, with it (Magnetite would later be named Magutsuchi in the third game). Showing his confidence in Aleph, Louis told the demons there not to hold back on him, and they challenged him as a test of his power.

Soon afterwards, a Gemory appeared, claiming to be under the command of Lucifer, and forcibly brought them to his palace – where Louis Cyphre was at first pleased and then annoyed that they were dragged there. He revealed his identity to Aleph at last and exposited on the nature of Tokyo Millenium – that the angels had gone against God’s will by making it and that he had simply intended to wait for God to wipe them out in retaliation. He initially believed that Aleph was Satan, a servant of God, but by now he is convinced otherwise.

Satan was a being of destruction that would annihilate everything living on the earth or in the Abyss. Knowing he might well die despite all of his power, Lucifer asked Aleph for his assistance against him. Before a decision was made, Astaroth masqueraded as Louis to get close and attack Aleph, but was defeated. After this battle, Louis asked Aleph for the final decision. To assist him or not?

Regardless of answer, the ending would become the same; Satan would be defeated, and Aleph would destroy YHVH but because of this sin would be forced into a cycle of eternal reincarnation and torment.

Shin Megami Tensei: Nocturne, unlike the previous two games, was set in a different earth or time. Among the inhabitants of the earth, the Gaea Cult and the Order of Messiah still existed, only in much fewer numbers and with no power. Dismissed as meaningless cults, they became the subjects of occult magazines and nothing more. However, among the Gaea Cult was a man who became a heretic even to them. This man, Hikawa, was shown the way to send the world into the stage of Conception – to destroy it and place it into a temporary state so that it could be remade anew. Intending to create a world where all minds were linked, where nothing so much as breathed, he and his “Maiden” Yuko Takao destroyed the previous world, sending them into a temporary place known as the Vortex World, that was based loosely on the previous world.

Hikawa’s plans needed only three steps - to gather magutsuchi, to use it to summon a God and to use that God to smite anyone who attempted to stop him. However, when the Conception had occurred, a tiny handful of humans had survived...

Enter Naoki Kashima. A young student who had been visiting his teacher, Yuko Takao, he was saved from death by a small blond boy, who held him down and forced a wriggling insect into his eye. This insect – a magatama – gave him demonic powers, turning him into the demi-fiend. This figure of legend had been the cause of many rumors in the vortex world, for his support was believed to be all that was needed to create a new world. With him, anyone was unstoppable.

As Naoki sought to unravel the truth behind these strange events, several paths were opened to him. As a half-demon, he was unable to create his own world. However, he could support the worlds of others, return the world to normal, or follow a path that had been opened for him at the start. Upon awakening after his transformation, Naoki had briefly been brought into a pulsating red zone, where a mysterious old man had asked him to “show [him] your power”. This old man opened up an option for him. He gave him a candelabra and told him to track down those who held the others and return them to him. As he gained each one, Naoki gained the ability to go further down into Hell – here named Amala.

The old man and the young boy both occasionally surfaced to exposit, but otherwise remained behind the scenes – watching. It was not until near the end that the truth could be known. A prophecy had been made that the one who could lead the demons against God would be the one who could make it to the bottom of Amala and accept power from Lucifer. While their roles in the main storyline remained minimal, if the bottom of Amala was reached before the Tower of Kagutsuchi opened, then the ending would be locked into True Demon.

This ending led Naoki to the top of the tower to destroy the avatar of God, Kagutsuchi. Following this, the old man and the young boy revealed their identities. They were one and the same. Lucifer, once more, had been pivotal in this affair. He challenged Naoki and, upon losing, accepted him as the one that would lead their forces against Heaven.

But clearly, success was not to be...

In another world, another time, humanity had reached a point where their waste had brought the world’s wrath upon them. To protect itself, the world created the Schwartzwelt, a massive dirac sea of sorts that contained many demons. As the Schwartzwelt expanded, humans were sent in to investigate – only to find that inside of it was a series of shifted planes intended to replicate the outside world. And demons. Lots and lots of demons.

To survive, outside sources sent them the demon summoning program in order for them to either find a way to destroy the Schwartzwelt – or to let it continue to flood the world with demons and create a world where only the strong could survive alongside the stronger beings. While they were in the dark about this reasoning, however, they were simply trying to find a way out by progressing through plane after plane.

As the main character fought his way through traps and enemies, he noticed an unfamiliar figure in the main area of their ship, the Red Sprite. The young woman, introducing herself as Louisa Ferre, spouted curious dialogue to him before disappearing. However nobody but he had even noticed her, and there were no records of demonic intrusion upon the ship. It was not until several planes later that her presence would resurface again.

Over the course of the previous few planes, the Red Sprite had regained contact with the outside world and were told of a plan to destroy the Schwartzwelt with the use of nuclear weapons. They intended to escape beforehand via a possible exit but were stopped by the Three Wise Men, who knocked them off course and forced them to remain inside. Meanwhile the attempt to nuke the Schwartzwelt failed, and the Three Wise Men attempted to persuade the people within the Red Sprite to pursue items held by the four strongest demons in the Schwartzwelt – Exotic Matter. By gathering those, they believed that the ability to change the fate of the world could come to pass. During the hunt, Louisa Ferre appeared once more to exposit on the nature of the demons that the main character would face, and hinted that she was stalking him to see how he did against them.

In the meantime, however, events were becoming problematic for the crew of the Red Sprite. Not only was morale failing, many lives had been lost, Zelenin had become an angel and another of their number – Jiminez - had become fused with a demon...

APPROVED

[personal profile] irrigo - 2012-11-16 23:47 (UTC) - Expand
not_a_clotpole: (Writing Is Hard)

Arthur Pendragon - BBC's Merlin

[personal profile] not_a_clotpole 2012-11-13 11:13 am (UTC)(link)
irrigo: (Default)

APPROVED

[personal profile] irrigo 2012-11-16 11:38 pm (UTC)(link)
Approved! Please follow the instructions below:

» Add yourself to the Taken Character's List.
» Start adding people from the Friend Add List.
» Read the New Player Guide.
» Introduce yourself in [community profile] triple_d_ooc.
» Go ahead and intro your character on [community profile] dramadramaduck! ♥

Additionally!
» We have an Activity Check at [community profile] dramadramaduck every two months and the next one is in January. Because your application was accepted in November, you will not be exempt from the Activity Check.
» Our requirements are simply 20 comments. These can be from your characters journal, others journals, or any post on the main community. Any posts your character makes his/herself will count as a comment itself.
» If you have any questions about the AC/AC requirements or anything else, feel free to contact any of the moderators; our contact information is available here. :)
lookstairs: (Default)

Riley Poole | National Treasure | Reserved

[personal profile] lookstairs 2012-11-17 12:55 am (UTC)(link)
Player nickname: AmyJack
Player DW: [personal profile] amyjack
Way to contact you:
Email: ascot_chan@yahoo.com
AIM: guardiabellaluna
Plurk: [plurk.com profile] anyjack
Other:
Are you at least 15?: Y
Current Characters: Ariadne, Alexia Maccon, Vanessa Doofenshmirtz, Mai Taniyama, Izumi Orimoto, Rory Williams, Darcy Lewis, Sophie Hatter.

Character: Riley Poole
Fandom: National Treasure
Character Notes:
History:
- Before canon started Riley worked in some big business cubicle performing all of the computer tech. He was at some point scouted out by Ben Gates to join him in hunting down a historical treasure fabled to be collected and hidden by freemasons.
- They travel to the Artic to find a lost ship, the Charlotte. They are joined by Ian who has funded the expedition, and his men.
- They find a pipe which leaves them a clue implying that there is an invisible map on the back of the Declaration of Independence.
- Turns out Ian’s kind of a greedy jerk and says he’ll do anything to get the map. Ben protests and he and Riley are deemed not useful anymore. A big fight ensues and Ian and his men get away.
- Riley and Ben return home and try to warn the authorities about Ian stealing the Declaration. They also inform Dr. Abigail Chase from the National Archives.
- When no one takes their claims seriously Ben proposes that they steal the Declaration before Ian does so that they can keep it, and the treasure safe. Riley protests and claims it is impossible, but Ben reveals there is lower security whenever the Declaration is brought in for examination and restoration. Riley still thinks it’s crazy, but agrees to help.
- They set their plan into motion the night of a big gala event. With Riley’s technical assistance Ben is able to steal the Declaration just before Ian arrives. He runs into Abigail who realizes he’s stolen the Declaration, and she gets caught up with him while Ian chases them. They manage to get away, while leaving Ian with a fake Declaration. Riley did some excellent stunt driving during all this, by the way.
- Abigail refuses to leave without the Declaration and so tags along with them to Ben’s father’s house.
- Ben and his dad haven’t gotten along for years, since his father gave up the “family legacy” of hunting for the fabled treasure. So he’s less than pleased to see them all. They use his place to uncover the invisible map on the Declaration. Of course, it turns out to be a cipher, not a map. They needed the Silence Dogood letters which Ben’s father had, but he has already given them to the Franklin Institute. They leave the father tied up for the FBI to find while they drive off to the institute.
- They translate the cipher and are sent to find the next clue at the Liberty Bell. They find a pair of special glasses that let them see more on the back of the Declaration. Unfortunately they also run into Ian. There’s a pretty sweet chase scene, but then Ian gets the Declaration, and the FBI captures Ben.
- Riley and Abigail make a deal with Ian to break Ben out, but in exchange they promise him the way to the treasure.
- Once they’re reunited the whole group, including Ben’s father kidnapped by Ian, travel to Trinity Church in New York City. Under the church in an underground cavern, but it seems to lead to a dead end. Ian leaves Riley, Abigail, Ben, and his father stuck in the cavern in search of a fake clue that Ben gave them.
- When Ian leaves they find a secret passage that leads to the treasure. Ben calls the FBI and buys their immunity with the treasure and the Declaration, along with a 1% finders fee for the treasure. Riley complains that they really should have taken more, but seems pretty content with a sweet ride that he’s not very good at driving.
- Next we have the sequel where they kidnap the President of the United States! Things start when a black market dealer named Mitch Wilkinson accuses Ben’s ancestor of being a part of the Lincoln assassination, with a cryptic diary page.
- Riley by this time has published a book of government conspiracies, but is not having much popularity from it.
- After getting his car impounded he meets up with Ben again. Together they find a cipher on the page that leads them to the scale model of the Statue of Liberty on the Île aux Cygnes in Paris. From there they are directed to the Resolute desks: one in Buckingham Palace and the other in the White House.
- Meanwhile, Mitch is being sneaky and following them.
- They travel to Buckingham Palace where they find out that Ben’s father has sent Abigail (now Ben’s ex-girlfriend) to help.
- They reach the desk and find it works like a puzzle box. Inside they find a plank with hieroglyphics but are unable to translate them. They take a picture of it before being chased down by Mitch and his men.
- When they get home Ben’s father indicates the plank leads to Cíbola, the City of Gold.
- Ben convinces his father to make an appointment with Emily, Ben’s mother and his father’s Ex-wife. She is able to translate the plank, but says the message is incomplete.
- They make their way to the White House to check the other Resolute desk but the plank has already been removed. Instead there is a symbol that represents the “Book of Secrets”.
- Riley insists that the book is real and contains information on all kinds of government cover ups that only the President of the United States can see.
- The group travels to Mount Vernon where the President was celebrating his birthday. Ben slips in to the party and steals the President away.
- Ben explains why he needs him and the President is sympathetic and tells him where to find the book in the Library of Congress. Ben lets the president go, but is warned that the FBI will still come after him.
- The group travels to collect the book. (Riley is kind of in heaven to see that he was right.) The book indicates that President Coolidge found the plank and had Mount Rushmore carved in order to hide the location of Cíbola. They are able to take a picture of the plank, which Ben’s father takes to Emily to decode.
- The FBI shows up to catch them, but they manage to elude them.
- Mitch forces Emily to give the group a false lead, but she gives them a verbal clue which Ben decodes.
- The group meets up with Mitch and his men and they agree to find the treasure together. Ben, so he can clear his family name, and Mitch so he can have the glory of the treasure.
- They find the secret entrance and travel to an underground cavern where there are multiple booby-traps waiting for them. When they do reach the hidden city of gold they accidentally cause the room to flood. The only means of escape is through a drainage way which one person has to keep open for the others. After much arguing, Mitch holds the entrance open for them, making Ben swear that the treasure find will be dedicated to him.
- Ben and the others make it to safety and are met by the FBI. They are cleared of the kidnapping by the president himself and the discovery of Cíbola is announced.
- Everyone gets their happy end with Ben’s parents reunited, Ben and Abigail getting back together, and Riley getting his car back tax free and meeting a lovely young lady impressed with his treasure hunting background.
- Also there’s some cliffhanger about what was on page 47 of the President’s book, but we’re still waiting for that third movie.

Personality:
Riley is a genius first and a social being last. He’s brilliant at understanding computers and how they work, but he’s less than stellar at social interaction. He’s a bit on the awkward side which he covers up with a dry sense of humor. He’d love more than anything than to hit it off with a girl, but he more often than not strikes out. His circle of friends also appears to be limited. Outside of Ben and Abigail we don’t hear much about any friends in Riley’s life, but it appears that he has an awful lot of time on his hands. Before stepping out and adventuring with Ben in the first film Riley was working day after day in a cubicle and missing life as it passed him by. Now that he’s traveled with Ben and explored two massive treasures, he’s more outgoing and sociable, but it’s still a bit of a hurdle for him. He tries his best but sometimes falls flat on his face.

All things considered, he’s fairly humble as well. He can hack into government computer systems undetected, but he never really brags about his computer skills. He still appreciates credit where it is due, however. He’s used to being with Ben who is frequently brilliant with historical facts and knowledge, where Riley stays in the background. So in those moments where he does something amazing (say drive a van in a kickass chase scene, or be correct about a book of conspiracies hidden by the US presidents) he’d like some recognition. He does usually get the credit, but he will pipe up when he feels left out.

Above all, Riley is loyal. There are many, many times when most people would have considered Ben insane when it came to all the treasure hunting, but Riley continuously stands by him. Even when he’s being threatened by Ian or Mitch in either movie Riley doesn’t back off. He’s always there to help Ben. I think this is because Ben was the one to pull him out of that cubicle and into the world. He was the one who really gave Riley a chance to shine. Of course, it helped that Ben had been right about both treasures, but really that’s just and added bonus. Riley will always stand by his friends, no matter how scary things get.

Not that he won’t mention once or twice how crazy things are if they get bad. Sometimes he just feels compelled to remind people he’s there and has an opinion. In a way he is also the voice of reason in their little group of treasure hunters. Sometimes said voice is ignored, but he is usually the one to note how difficult things are going to be, or how much trouble they could get into. When Ben and Abigail are blinded by history and treasure, Riley stays focused on the real world repercussions. If it weren’t for him keeping a balance on things I imagine the group would have gotten into a lot more trouble than they already did.

Other:

Additional Links:

First Person (entry type):
Okay, I’ve seen a few viruses in my days but nothing quite like this. If you’re trying to extort money out of me, I don’t exactly see how ducks would play into it. Unless that’s just your thing…in which case that’s completely cool. And not crazy at all.

But anyway, it’s not going to happen. Not like I have much money to begin with. I haven’t figured out how you got my computer, but I’ve still got a few tricks up my sleeve.

I’ve got to say, I’d be impressed, you know, if you hadn’t locked me out of my own computer. Really, kind of annoyed about that part.

Third Person:
It was moments like these when Riley missed his old job. Wooden stairs that were hundreds of years old were collapsing all around them and he could have been safe a sound inside a nice, cozy cubicle. He chalked it up to sheer dumb luck that they all survived the stairs, well except for that Shaw guy…but he had a feeling that luck was running out.

You didn’t need luck in cubicles. All you needed was a running computer and maybe a few good Sharpies. Ah, he could almost picture those three board walls as they wandered around the dirty, underground cavern. If only…

But then the secret door opened. It still smelled like years of dirt and decay down in the new room but the treasure…It was there. It was real. Ben and Abigail were going on about history and ancient artifacts again, but Riley couldn’t help being stunned at all the wealth surrounding him now.

Maybe it had been worth leaving the cubicle.
Edited 2012-11-17 01:01 (UTC)
irrigo: (Default)

PENDING: REVISIONS

[personal profile] irrigo 2012-11-22 05:29 am (UTC)(link)
Could we please see another first person sample? Introductory posts make judgement more difficult.

Re: PENDING: REVISIONS

[personal profile] lookstairs - 2012-11-22 15:26 (UTC) - Expand

APPROVED

[personal profile] irrigo - 2012-11-24 05:02 (UTC) - Expand

(no subject)

[personal profile] lookstairs - 2012-11-24 05:13 (UTC) - Expand
shinjaeba: (And quietly reach out my hands)

EVA-Beatrice | Umineko no Naku Koro ni | Not reserved 1/?

[personal profile] shinjaeba 2012-11-17 04:22 am (UTC)(link)
Player nickname: Yue
Player DW: [personal profile] savingdaisydiva
Way to contact you:
Email: hydrodiva@gmail.com
AIM: LunarGoodness
Plurk: [plurk.com profile] savingdaisydiva
Other: n/a
Are you at least 15?: Y
Current Characters: Mami Tomoe, Chie Satonaka

Character: EVA-Beatrice
Fandom: Umineko no Naku Koro ni
Character Notes:

This entire app has spoilers for the entire series.

shinjaeba: (Default)

EVA-Beatrice | Umineko no Naku Koro ni | Not reserved 2/?

[personal profile] shinjaeba 2012-11-17 04:26 am (UTC)(link)
History: There was once a man named Kinzo Ushiromiya who took over the Ushiromiya family after the family had great misfortune. He was picked from a surviving branch family based only on the fact he was born with six toes on each foot. This man was a puppet leader, he married and had several children. Then he went to war in World War 2.

Soon after the war, he eventually built back the Ushiromiya wealth.

However, this story doesn't begin with Kinzo but with his two oldest children: Eva Ushiromiya and Krauss Ushiromiya. (Kinzo loved the west and gave all four children western names.) Krauss was the oldest son and Eva was the oldest daughter. Krauss, by virtue of the fact that he was oldest son, was unofficially known as the successor to Kinzo.

Eva was unamused. She thought herself better than him and often tried to make passes at being the successor. Her grades were better than Krauss, she became more popular in school. Kinzo denied these achievements saying they weren't fit for a daughter and because Eva chased them, she was unfit. By the time she was a young woman trying to go to college, he threatened to disown her if she went.

In middle school, however, something changed. Eva at that time believed in magic, in witches. She also believed there was a witch living inside her. Maybe this witch was an imaginary friend or a split personality, certainly her life was rough enough for such a thing to happen. This witch was created from Eva's hatred of her brother, of her wanting to become the next leader of the Ushiromiya family, of her desire to become better.

This witch helped fuel her ambitions for many years with her 'magic'. It seems that most of this was in the form of taunting Eva and using her hatred of others as fuel for becoming smarter or stronger.

This being would eventually become EVA-Beatrice, a cruel witch that would eventually bring great tragedy upon the Ushiromiya family.

Perhaps Eva outgrew her help for a while as it seems that she didn't communicate with her until she became a young woman. Krauss argued with Eva about her plans to go to college. The Ushiromiya family was of the mind that women shouldn't educate themselves. Eva, wanting to still prove her worth, wanted to go to show that she was far more clever than her brother.

Krauss said that a woman with a college education was like black tea with sugar. As you can drink black tea without sugar, it was highly insulting. Krauss also went on to insult the fact that Eva was trying to learn "brawling" (martial arts). Eva argued that it wasn't just fighting but also a mental exercise.

Kinzo overheard the argument, coming into the fight. He yelled at both Krauss and Eva. Krauss wasn't really a man and Eva was worthless as a woman, he roared. He lamented the fact that these two were his oldest children. Eventually he fell into a coughing fit. Krauss moved to help him. Eva followed suit but Krauss told her that it perhaps would be better to stay out of it.

So Eva left the main mansion in a huff. The result of this fight was simple. The witch inside of her returned, briefly. The witch argued that they could still become the head of the family. That they weren't done yet. Eva rejected the witch, saying the most practical way of beating Krauss wasn't trying to be the next head of the Ushiromiya family. That line of thinking would only get her disowned by Kinzo.

The witch was put aside and then Eva met her future husband, Hideyoshi. She would eventually marry this man and have a son (George). In marrying Hideyoshi, she managed to convince Kinzo to let Hideyoshi change his last name to Ushiromiya instead of the other way around so she could keep the name and her position. In going this route she abandoned the dreams that she and the witch shared; that they would take the leadership of the Ushiromiya family away from Krauss themselves alone. Instead, she chose the goal of George becoming the head of the Ushiromiya family instead of Krauss's daughter, Jessica.

Eva never spoke of the witch that was born when she was in middle school. Not even to Hideyoshi, the man that helped her cope with the stress of her childhood.

The witch was neglected again, the promise Eva made to her was forgotten. If this being was merely an imaginary friend, nothing would have come of it. Yet things during the 1986 family conference in October would force Eva to admit that the witch was a cruel one - and terrifyingly real.

On the way to the family conference on the private island of Rokkenjima, Eva fell asleep on the boat. She dreamed of the argument with Kinzo and Krauss. Of how the witch came back. Then the witch began speaking to her once again, admonishing her for changing her goals of letting her son becoming head. Eva tells the witch that this is the only way she can let her family overcome Krauss's. George is a man and Jessica isn't, she says. Then she retracts that statement because that would be forcing the role she was in onto Jessica and realizes that's not fair for her.

The witch says that it's not too late. They still have a single chance, she says. She reminds Eva of the old legend of how Kinzo brought the Ushiromiya family out of ruin. That a witch gave him ten tons of gold and how that not long ago Kinzo put up a portrait of the witch, Beatrice, in the entrance hall of the mansion. Underneath was an epitaph, a riddle. The witch says clearly that if Eva solves this riddle then she will become the next head of the family.

Eva wakes up suddenly. Hideyoshi manages to keep the rest of the people on the boat away from her while she calms down. They get off the boat but the witch makes her presence known by simply whispering 'welcome home'. Eva is the only one who can hear it but it's enough to make her wary.

The family conference has never been a peaceful place. The one of 1986 was even more tense than usual and not just because a typhoon was coming. Kinzo was near death and the siblings were all in dire need of money for various reasons. Eva and her two other siblings, Rosa and Rudolf, believed that Krauss was stealing money to fund numerous projects. They had planned on making Krauss give them money to stay quiet.

But things never go according to plan.

Maria, Rosa's daughter, delivered a note during dinner. A note, she said, came from the witch of Rokkenjima: Beatrice the Golden. The note simply said that she, Beatrice, would take everything from the Ushiromiya family if someone didn't solve the riddle of the portrait. This was the chance that the witch inside Eva was looking for.

Before anything could be done about the riddle, however, a very puzzling event happened. All the servants and Kinzo (his charred corpse, at least) were found dead in a series of locked rooms. (One body plus the key for the next room with a body and so forth.) They seemed to be murdered.

This forced the parents, the family doctor, and all of the cousins, to retreat to the guest house. The four siblings had brought guns taken from Kinzo's gun collection. Most of them believed that this was a charade put on by Kinzo, it wasn't out of character for him. To pass the time, everyone decided to try to solve the riddle. Nobody seemed to get very far and they quit.

During this time, pushed on by the witch inside her, Eva retreated to the library inside the guest house and figured out the rest of the riddle. She then made her way to where the hidden gold was: both Eva and the witch were incredibly happy about this turn of events.

But Eva couldn't stay there, the others would think something was off so she made her way to leave. On the way back she met Rosa. Rosa had also solved the riddle and, in fact, had given Eva a vital clue to solving the riddle. Eva agreed that she would give Rosa her share but they needed to wait for a bit before revealing the discovery. Rosa stated she didn't care along as she got her fair share.

The witch, left behind once again, heard this and asked, "What about me?" Neither Rosa or Eva heard her. Someone, however, did. Beatrice.

Beatrice, the Golden and Endless Witch, appeared before the young witch. She said that the whoever found the gold would become the next Endless Witch. That she, Beatrice, would give them her title, the gold, and all the powers of the Endless Witch. Not to mention Beatrice's servants.

Thus the new master of Rokkenjima, EVA-Beatrice, was named. From that moment forth she was not merely the witch inside of Eva Ushiromiya, she was her own being. Seperate.

There was one thing, however, Beatrice told her. To make her powers complete she had to complete the ritual that Beatrice started. Namely, sacrificing the people on Rokkenjima based on the epitaph. (Six people, then two people, then five more people seperately.) Beatrice had already killed six but EVA-Beatrice needed to kill eight more to make her power complete.

Until the ceremony was over, EVA-Beatrice could only use her powers if she drained the life out of Eva. Eva began to feel quite ill, coming down with a high fever. She and Hideyoshi retreated to their room in the guest house. Eva finally told him about the witch inside her. He laughed it off but stayed by her side.

During this, Maria began to throw a tantrum. She wanted to see a rose in the garden. Rosa tried to calm her down but nothing would work. Humilated, Rosa dragged her into the hall where Maria's tantrum bothered Eva. Hideyoshi told Rosa to quiet her down, that Eva was quite sick and needed rest.

Rosa gave up. She asked Maria what she needed to do to make her calm down. Maria said she needed to see the rose. Rosa, tiredly, agreed. She had a gun with her and there probably was no murderer. Her father probably had pulled an elobarate prank. Even if there was a murderer, she had the gun. Thinking this, Rosa and Maria went outside into the storm.

Maria managed to find the rose. Rosa, holding an umbrella in one hand and the gun in the other stood around annoyed. She wouldn't go back until Maria was satisfied or she would risk another tantrum. Rosa sensed they were being watched and, sure enough, she saw another umbrella. That umbrella belonged to Eva.

Or rather, EVA-Beatrice disguised as Eva. EVA-Beatrice normally looks like a very young Eva. In this instance, though, she disguised herself as the original.

Rosa thought that Eva had followed them to discuss the gold. Maria was confused. While Eva laughed at the fact that Rosa seemed to think that she deserved any of the gold, Maria tilted her head. The girl was very sensitive to magic and knew Beatrice personally, being one of her students. Maria asked the simple question, "Who are you, aunt?"

EVA-Beatrice threw away her disguise in a moment and appeared in her true form. Claiming that she was Beatrice (which was true), she declared that both Maria and Rosa would be the victims of the Second Twilight ("the two who are close will be torn apart"). What results is EVA-Beatrice testing out her powers of magic for the first time: she repeatedly kills and revives both Rosa and Maria in various ways. (Flying with Rosa and then letting her drop many feet to the ground into a rose bush, feeding Rosa to a spider, crushing her beneath a mountain of cake, and so forth.)

While great fun for EVA-Beatrice, those watching had a different view. Looking in on this was Beatrice and Battler, who had been playing against Beatrice in a game to prove the existence of witches. Battler took issue with EVA-Beatrice's methods and the fact that Beatrice seemed to enjoy them.

This led Beatrice to intervene. Telling EVA-Beatrice that a witch also needed to be elegant, Beatrice asked if she could finish the two off. EVA-Beatrice (for the rest of this application she will be reffered to as simply EVA; Eva Ushiromiya will be reffered to as Eva) agreed. EVA had heard about Beatrice's cruelty and wanted to see what would happen.

Beatrice strangled Maria and let Rosa off by impaling her on a fence post. While effective it was far from what EVA wanted. Beatrice explained that it was just her being fickle: a witch had to be elegant as well as cruel. Sometimes not overdoing it was best. In fact, she told EVA to keep the cruelty to a minimum as well as ordering EVA's new servants that they were to kill more 'elegantly'. EVA, taken aback, agreed. Beatrice left and EVA continued on.

APPROVED

[personal profile] irrigo - 2012-11-22 05:38 (UTC) - Expand
refinedvillian: (Default)

[personal profile] refinedvillian 2012-11-19 04:53 am (UTC)(link)
Player nickname: Nikki
Player DW: None
Way to contact you:
Email: slipperyslanders@yahoo.com
AIM: sillyslanders
Plurk: [plurk.com profile] makewayforroze
Other:
Are you at least 15?: Yep
Current Characters: Roze Thomas, Sena Kashiwazaki, Raenef V

Character: Lord Edgar Ashenbert
Fandom: Hakushaku to Yousei
Character Notes:

History:

Edgar was born into a blessed life. The heir to a dukedom, he was rich, handsome, intelligent, and seemingly happy enough but it wasn’t meant to last. When he was just a child, his father was found guilty of treason and murdered his entire family before killing himself, if one was to believe the official story.

However, in reality, they were all murdered and Edgar was kidnapped by a man named Graham. While he lay, bound and weak, two girls appeared before him. Still young, he assumed them to be fairies and begged them to help. At first, they had no interest in helping him but when he offered his treasure, which he assumed to be a fairy egg, they seemed to agree. Once the egg was out of his hands, when he thought he was about to be saved, they left, laughing. This fractured his believe in fairies and he only later learned they had been Graham’s nieces.

Finally, Edgar was handed over to the prince, a man who had a great deal of power but had been scarred in an accident. As such, he couldn’t present himself to the public and needed someone to become a puppet, someone whom he controlled unconditionally. Edgar, whom during this time became known as Ted, would be “lucky” enough to become that person.

“Ted, you're perfect. All you need to do is stand wrapped in light, looking down contemptuously on the masses. Followers will automatically come thronging at your feet.”

And his training began. He was taught how to control people, how to use his charm, and everything else, to bend them to his will, a will that would become that of the Prince. For this plan to work, he would have to lose himself and become the prince, in essence. No matter how much he fought, doubt began to creep in. How much of his thoughts were his own? How much was exactly as the prince wanted it to be?

But he wasn’t entirely alone. He met and befriended a lot of other slaves, most importantly among them Ermine and Raven. Later, though he kept the memories of all of them with him, these two would be the personification of his goal, the very people he would strive for, the very people he wanted to protect.

When he finally escaped, he wasn’t alone. He led others out with him, all of them following his leadership, though some were lost along the way. Eventually they began living as runaways, doing whatever they needed to to survive. Edgar describes this point of his life as depressing, watching as everyone around him stole or sold their bodies to survive. During this time, everyone who had escaped with him died, leaving just the three of them.

And Raven lost control. Not only had he been slave to the prince, he had been slave to a sprite that would kill indiscriminately without a master. While the prince had used that power, Edgar had worked to tame it, to become its master and never order him to kill. However, along the way, many people WERE killed, something Edgar took the blame for. In America, Ted became feared and, when captured, was ordered to be executed.

However, Edgar really was a popular man and before the execution, a doctor paid someone to replace him with another man. His research had required he experiment on criminal brains to figure out how they worked, to explain the scum of society. During the experiments, Edgar found out about the sword of marrow, a legendary sword that was said to belong to the Blue Knight Earl. With that sword, he would be able to claim the title and have a chance at getting revenge on, and fully free himself of, the prince. Unable to search himself, he planted the idea in the doctor’s head.

Finally, he had answers. Or rather, a riddle which lead to the sword. Breaking out of the lab, he went on to search for the fairy doctor, one of the few left who could see and communicate with the fairies. With their knowledge of the fairy world, which he refused to show belief in, the puzzle would be solved.

But Edgar isn’t the only man after the sword, though everyone seems to have a different reason. Huskley, the son of the scientist, wants the sword for the jewel said to rest within it hilt and it’s Huskley whom Lydia - the fairy doctor - first meets when she boards the ship she thinks will take her to her farther. However, Edgar is one step ahead of him. With his hair dyed, he’s allowed himself to be captured, only to break free and sneak into Lydia’s room.

Because the truth would be too hard to believe, and probably too easy for Edgar cause why does he want to make things hard?, he tells only the minimal details, showing her the marks of his captivity. Because Huskley has planted a wire outside of her door, she’s convinced and helps him escape, though his goons give chase.

It’s this point, with his hair back to normal and aboard a different ship that I want to take him from.

Personality:

There are three distinct sides to Edgar. There is the side that most everyone sees, the side that his enemies see, and the side that only his true friends will ever know. I’ll start off describing the side so many people get to see.

* Charming. Edgar is a very charming man, be it to men or women, though his intentions with women aren’t always as pure. With a tongue like silver, he uses his intelligence to figure out what to say to whom and when to say it. This earns him quiet the following and allows him to make the friends he needs before he has the title.

It shows a much more sincere form when the other slaves follow him. Though they didn’t make it, Raven seems sure that none of them regretted fighting with or for him.

*Intelligent – It’s a fairly safe bet that when you have a conversation with him, he’s already two steps ahead. In fact, he’s more than likely leading the conversation exactly where he wants it to go, though they probably won’t realize it. He’s managed to claim a title he has no real claim to, escape death more than once, and survive against an extremely powerful man when he himself seemed to have nothing.

*Confidence – This is really related to his ability to charm. Though he doesn’t display too much arrogance, and manages to allow the spotlight come to him in what seems to be a natural manner, he doesn’t show outward hesitation and assumes his course is right. He’ll flirt with you because it’s only natural he wouldn’t be rejected and it’s important for one to be aware of his charms.

To his dismay, these traits were engineered by the prince himself. The very things that the prince taught him are the very things he’s using as weapons against him. It wouldn’t be as troubling if the man hadn’t said Edgar would do just that.

However, there is a side that his friends see, which would surprise the general public. These traits are that of a man broken down, of a man who’s been through hell and has had to use everything to come back out of it.

*Loyalty – To Edgar, protecting your people is what makes a man a noble. It isn’t the money, the title, or the land, but the actions which make you worthy of such a heritage. It is why, even when being nothing other than a beggar, he still believed himself a noble, even more so than many around him.

This quality is most obviously seen with Lydia, Ermine, and Raven. Though initially he was only using Lydia, he eventually started having real feelings for her and soon, she became something precious to him, someone he would be willing to give something up for. Ermine and Raven, however, has been this for him for as long as we know them. It’s for them that he wants the title. In a way, they are his fuel.

*Tired – At this point, he is ready to die. Possibly, a part of him wants it. He blames himself for all the people that followed him and died. The guilt eats at him, wears him down. When he thinks Lydia is trying to poison him after the fight with Huskley, he takes the drink anyway and finds himself a bit disappointed when he wakes in the morning.

Not that just anyone can cause this and he isn’t jumping off any buildings. The scene with Lydia is more a moment of weakness than truly giving up, if only became Ermine and Raven still need him. If he were to die now, it would need to be with purpose, for a reason. Otherwise, all those lives were lost for nothing and he can’t let that happen.

*Fake – Not in just the way most people assume, either. While much of his act is bravado and put on so that he can impress people, much of it is put on to scare them, too. He’ll intentionally act like a villain, do mean things, and bully people in order to push them away and prove to himself that he doesn’t deserve to truly be liked. His attraction to Lydia comes when he realizes that she knows the true him and seems to accept, and like?, him anyway.

* Fear/Doubt – These two go hand in hand. A large part of Edgar realizes that he uses the things he learned from The Prince, that he was fulfilling the prophecy and the end is very worrisome to him: “And then you will become me.” In fighting him, was he becoming him? Was he running only on an invisible leash? He doesn’t let it stop him, though it’s actively there.

And then there’s a much scarier side, the side that only his enemies know. Really, it can be summed up in one word: Vicious. While he doesn’t kill, he has no qualms about making young girls think he’s about to push them out the window or leaving them stuck on a boat. It isn’t a mode he resorts to often but it’s one that seems familiar enough.

Finally, at the end of the manga, we see a much more inspirational side. Edgar wants to change for the better. Because Lydia thinks he can, because she made him see it might not be too late for him, he wants to lose his darker side, to break away from the Prince’s influence. Those girls he was going to leave in the boat? He goes and finds them. Go Edgar.

Other:

I’m taking Edgar from the manga. While it seems to not have as much story as the anime, it seems to follow the light novel, which hasn’t been entirely translated, more closely. Because it has less information, I’m taking pieces of the novel and the anime to supplement the material wherever it doesn’t contradict it.

Additional Links:

http://en.wikipedia.org/wiki/Hakushaku_to_Y%C5%8Dsei
http://i1139.photobucket.com/albums/n553/Sillyslanders/2226_4_ODAUG_7-RKXYH.jpg I-I somehow thought this would help?

First Person (entry type):

My gratitude to the lovely lady who opened up her world to me. I’d like to ask you to let me return the favor but spending time with you would continue to be my pleasure. I hope you’ll give me the honor, again, sometime soon.
For the rest of you, have you ever had the chance to experience such magic? A first kiss, a first love.

Ah, but some of your worlds have another kind of magic, don’t they? I’d like to hear some of your stories. I’m afraid my world is limited to old wives tales of witches and whispers of fairies. Do such things exist in yours?

Third Person:

The light flickered across his figure, giving his face a menacing glow. He could do that, choose how it hit his face, how his eyes narrowed. Sometimes, it would make him look warm, inviting, handsome. Sometimes, like tonight, he could make it seem like the warmth wouldn’t penetrate and occasionally, he liked that better. The celebration was over, he’d finally claimed his title and allowed himself relief, happiness. Now, he would take the time to mourn for her. Those few minutes on the mountainside hadn’t been enough.

Another drink from his glass. She would inform him that he wasn’t fooling her, that she could see how her death hurt him but she couldn’t because she was dead. Not even finding out about her betrayal took away the sting. Beautiful, damaged Ermine.

There was still Raven and, now, Lydia. Tomorrow, he would wake up and continue his duties, send word for her. Was it his own selfishness that wanted her closer, now? She’d saved his life… that had to mean she saw worth in it. No matter if it was selfishness or not, he wanted her there. It made sense the Blue Knight Earl would need a fairy doctor.
irrigo: (❝my mercy's been spent.❞)

APPROVED

[personal profile] irrigo 2012-11-22 05:44 am (UTC)(link)
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Re: APPROVED

[personal profile] mightletyouknowme - 2012-11-22 13:37 (UTC) - Expand
treschic: colored: lumidkitty @ dreamwidth (Default)

Sandalio de Rabiffano || Parasol Protectorate || Reserved

[personal profile] treschic 2012-11-19 06:08 pm (UTC)(link)
Player nickname: Lumi
Player DW: [personal profile] lumidkitty
Way to contact you:
Email: lumidkitty@live.com
AIM: lumidkitty
Plurk: [plurk.com profile] LumiDKitty
Other: NA
Are you at least 15?: Yup
Current Characters: Klavier Gavin, Lancer (Cu Chulainn), Selina Kyle, Queen Ravenna, Hiiragi
treschic: colored: lumidkitty @ dreamwidth (Default)

[personal profile] treschic 2012-11-19 06:09 pm (UTC)(link)
Character: Sandalio de Rabiffano aka “Biffy”
Fandom: Parasol Protectorate
Character Notes:
History:

Not much is known about Biffy before Parasol Protectorate. He apparently comes from the aristocratic class, where he is on the rungs of said class, however, is unknown. He is also of Spanish decent; though whether he has ever been to Spain or if he could actually speak Spanish is unknown and was never explored in the books. Fencing seems to be his pastime and apparently he has an interest in athletics, more so than your typical dandy, but not to the point that it’s an all-consuming thing. At some point in his young life he forsook his aristocratic future in favor of being the Drone of Lord Akeldama. Drones are a kind of vampire servant, I guess one might say, most hope to become vampires themselves eventually…but not all of them. It is their duty to provide their vampire masters with blood and, in Lord Akeldama’s case, information. Lord Akeldama’s Drones tend to be very skilled at gathering information for his perusal and are often trained in such matters. The Drones frequently take care of the certain miscellaneous needs of their master and a lot of the time Drones come with specific talents and skill sets that are unique to them. Biffy actually has some fairly natural talent, particularly when it comes sussing out information, he seems to have a number of innate abilities.

Soulless: Biffy’s role is fairly minor in Soulless; he doesn’t do terribly much outside of playing his part as a Drone most efficiently. He does the bulk of Lord Akeldama’s (his vampire master) bidding which includes gathering information. Toward the end of the book he is reluctant to leave Lord Akeldama’s side as he is insecure in the knowledge that rove vampires have been disappearing in London. His fears are well founded as the moment he and the other Drones leave Lord Akeldama’s side their master is taken and tortured within an inch of his supernatural life by a radical branch of the Order of the Brass Octopus, the Hypocras Club. The Hypocras Club was conducting experiments on supernatural creatures in an effort to find a cure for the supernatural disease. The Drones, with Biffy acting as a kind of leader, turn up just in time to provide Lord Akeldama with the blood he needed to stabilize himself. Biffy’s final act in the book was to assist in the wedding of one miss Alexia Tarabotti to one Lord Conall Maccon. Alexia is the main heroine in the Parasol Protectorate saga, a Soulless with the ability to temporarily relieve the supernatural of their immortality and make them mortal as long as she’s touching them. Conall is her love interest, a werewolf and the Alpha of the Woolsey (later London) werewolf pack.

Changeless: Biffy's role is expanded on in Changeless, but not by overly much. He is first seen outside of a pub where he finds a naked Conall Maccon suffering from mysterious fits of mortality. After throwing a few solicitous and teasing comments in his direction Biffy procures a cloak for the man. He spends the rest of his time in Changeless in the company of Major Channing Channing and Professor Randolph Lyall (Gamma and Beta of the Woolsey pack respectively) after Professor Lyall approached Lord Akeldama with a proposition. The three spend a lot of their time spying on London’s Westminster Hive (a Hive is a kind of vampire family). The vampires did not take kindly to Alexia’s marriage to the werewolf Alpha Conall. So when London was suddenly hit by Changelessness the vampires were eager to find the result and hopefully use it to their advantage. Biffy’s most pivotal role in the book was when he broke into the Westminister Hive and poured tea over their aethographic transmitter before the Westminister Hive could receive the message from Angelique (once the Drone of a rove vampire killed in Soulless who then became the double agent of the Westminister Hive, both working for and spying on Alexia) that the mummy that the Kingair Pack in Scotland brought back with them was actually a preternatural that was causing the Changelessness. The Kingair Pack had been serving Queen Victoria in a militairy capacity over seas, but since military pay is not enough to keep Kingair castle from falling into complete ruin they decided to take some rewards for themselves and pilfered a couple of mummies. What they did not realize was that among their mummies was a deceased and mummified preternatural, a Soulless like Alexia, and as it was being transported throughout Britain it was causing the Changelessness. Apparently when a Soulless dies and its body is preserved the Soulless’ power increases, their ability to turn immortals mortal radiates. The mummy had been traveling by boat and train thus causing widespread Changelessness throughout the country wherever it went. Of course this information would have proved dangerous to Alexia as well as it would have revealed a lot about her and her abilities.

Blameless: In Blameless Biffy’s role is greatly extended and he is somewhat of a catalyst for the events that take place. So, in Blameless everyone is all in a tizzy over Alexia’s pregnancy, the vampires fear the unborn child and Conall believes her to have been unfaithful and casts her out of their home and the pack (because the supernatural can not breed). The Potentate (the vampire adviser of Queen Victoria and representative in her Shadow Council) wanted to get rid of Alexia and since she was no longer under pack protection it would be (or should have been) a simple matter, but first the Potentate had to get Lord Akeldama out of his hair because Lord Akeldama was both a vampire and a friend to Alexia, he could protect her and help her restore her reputation, a wrinkle in an otherwise perfect plan. So the Potentate Drone-napped Biffy, who was doing that information gathering thing he does so well…except he had not expected a vampire would turn on his own by taking another vampire’s Drone. Anyway Biffy’s disappearance led Lord Akeldama to panic which in turn led him to swarm (something vampires do under extreme duress) taking his Drones and Alexia’s protection with him. For the majority of Blameless, Biffy was held captive under the Thames River. Confined under the mud, muck, and water in an egg-shaped prison—there was a tube that was fed from the egg prison to the surface so that Biffy would not suffocate and was also used to slip him food and water. He was eventually found and rescued by Conall and Lyall after much ado, which involved Conall fighting off the Potentate and his Drones and Lyall trying to breathe life back into Biffy who had a hard time resurfacing from the depths of the Thames. While Biffy, fortunately, got his wind back he was unfortunate enough to be caught in the crossfire between the vampire, Drones, and Conall the result found Biffy with a silver bullet lodged into his stomach. He passed out from the pain and was dying from his wounds due to his weakened condition so Lyall suggested that Conall change him into a werewolf—of course it was with some reluctance and insistence on Lyall’s part, but Conall eventually caved and turned Biffy. It was a long process carried out as gently as Conall could manage, but Biffy finally changed into a werewolf and from then on he was left in Lyall’s charge. Lyall took Biffy to the home of former Woolsey pack clavier where Biffy dealt with the painful ramifications of being a werewolf in the comfort of Lyall’s cradling arms. Biffy is devastated by his new lot as he’d hoped to become Lord Akeldama’s vampire companion, but after the shock wore off he spent most of the time sleeping. When Lord Akeldama finally returned to London to see what had become of his favorite Drone he walked in on Lyall who managed to make it back to BUR headquarters (Bureau of Unnatural Registry, they keep track of the supernatural citizens in Britain and they police the immortal set) with Biffy in arm. Naturally Lord Akeldama was feeling betrayed by his own kind and Conall for Biffy’s new, furry little problem and attacked Lyall in his rage. He would have preferred Biffy dead than to have to endure the werewolf's curse. By the end of the book Biffy, however, is still very much enamored of Lord Akeldama and the feeling appears mutual.

Heartless: Biffy spends much of Heartless dealing with the aftermath of becoming a werewolf. It was not something he chose for himself and therefore he has a difficult time bonding with the rest of the pack mainly due to this fact and also because they have very little in common. Biffy loathes the pain and indignity of transformation and deeply misses his former station as a Drone, nights of entertaining ladies on his knee, and procuring information throughout London. He also misses Lord Akeldama and between that and his resistance toward his own change and who he has become it seems to have a painful impact on his pack Alpha, Conall, who is equally distressed that the werewolf he sired is finding it difficult to adapt and connect with the pack. The fact that Biffy refuses to accept his werewolf half also makes him weak by werewolf standards, he cannot tolerate the sun and he prematurely experiences moon madness well before the full moon and therefore has to be locked away in the dungeons at Woolsey manor as a consequence, much sooner than the other werewolves. On one such occasion he managed to escape his cell and run all the way back to Lord Akeldama’s townhouse in London (Woolsey manor is two hours outside of London), the place he still considers home, on instinct. Though when he gets there he attacks Lord Akeldama in his moon maddened state and Lord Akeldama, who is reluctant to harm him, merely goes on the defensive, dodging and disorienting him. Apart from his difficulties Biffy takes on the role of assisting Alexia, he travels with her at night and helps her dress. By the end of Heartless, Biffy has taken over running the hat shop of Madame Genevieve Lefoux (a female inventor who dresses like a male and a sometimes friend of Alexia though their bond is formed in mistrust due to the fact that she is a member of the Order of the Brass Octopus) and underneath the hat shop is the new dungeon for the new London pack. The Woolsey pack ended up having to relocate to London after an incident having to do with a giant deadly octopus and the Westminister Hive swarming to Woolsey manor and taking up residency forcing the werewolves out. So by this time Biffy has a kind of purpose, but regardless he still pines over his previous life and he's still not fully adapting.

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[personal profile] treschic - 2012-11-19 18:11 (UTC) - Expand

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[personal profile] treschic - 2012-11-19 18:16 (UTC) - Expand

APPROVED

[personal profile] irrigo - 2012-11-22 05:22 (UTC) - Expand
lightning_strike: (Default)

Perrine H Clostermann | Strike Witches

[personal profile] lightning_strike 2012-11-21 03:35 pm (UTC)(link)
Player nickname: Shaun
Player DW: [personal profile] drunkenpandaren
Way to contact you:
Email: skbgarin@gmail.com
AIM: Shaun Garin
Plurk: [plurk.com profile] drskirk
Other:
Are you at least 15?: Y
Current Characters: Thrall, Yayoi Kise, Daiki Kaitou

Character: Perrine H. Clostermann
Fandom: Strike Witches
Character Notes:
History: Strike Witches is an alternate retelling of World War II, in that magical girls have stepped up to save the world from alien enemies called Neuroi. Using Striker Units pioneered by Dr. Miyafuji, they fight back in the air and on land depending on their classification. While Strike Witches primarily focuses around the character Yoshika Miyafuji, there are several assorted characters as members of the 501st Joint Fighter Wing, known as the Strike Witches. Perrine is one of them, having lost her home in a invasion of Gallia (France) by a Neuroi hive for the last few years. Perrine became attached to Mio Sakamoto, developing a crush on the older woman for her strong abilities and personality, and always wanted approval, that is until Yoshika arrived.

For the majority of Strike Witches season 1, Perrine spent most of it in a jealous fit while stalking the pair whenever they trained, and often joined up in their training missions in an effort to prove herself better than Yoshika. However over time, her apathy and jealousy soon turned into real admiration for the determination of her fellow squadmates, as well as acceptance of their actions. Over the year spent fighting the Neuroi, Perrine gradually softened around Lynnette Bishop and Yoshika Miyafuji the most, even going so far as to call them friends by the end of the first season, but however before this happened, a duel happened between her and Yoshika despite Yoshika's reluctance, and the incident ending with Mio being shot down. When the Strike Witches were disbanded at the end of the first season, Mio relied on her to hide Striker Units within Mio's wheelchair, as well as accompany her to Fuso since her homeland was still taken over. But it was due to the actions of her friends that they were able to liberate her homeland from the Neuroi, and the 501st while disbanded, were triumphant in their actions.

Perrine sunk what remained of her vast fortune into rebuilding her homeland, using her family grounds as a place for learning. She started rebuilding her family palace to be used as a school, but she continually sunk as much money as she could into the financial reconstruction of her home. It was around this time that she rejoined when there was trouble in Romangna, and she as well as Lynne arrived in time to defeat and defend a fleet that was headed for Venecia. Perrine was out of shape for nearly a year, and she had to relearn from scratch, having to relearn how to ride on brooms instead of strikers. Her strong bond with Yoshika and Lynne allowed her to triumph when a neuroi came along their training area, and they defeated it together. More adventures followed as a war of attrition took place. With dwindling supplies, the fighting continued to wage as the newest superweapon of humanity was unleashed and used against the neuroi hive. But to no avail. With their power lacking, it took Mio to expend the last of her power in order to destroy the hive defences. However, the core partially absorbed Mio and used her magic to create shields and opponents.

At this point, Yoshika decided that she would defeat the opponents, and the rest of the witches geared up and took off after her, clearing a path between her and Mio. Yoshika cut Mio free and destroyed the core at the cost of her magic, but the war to liberate Venecia and Romangna was finished, and the 501st was once again disbanded. Perrine opted to go to a civilian life, and used what funds she had to give children orphaned by the war a home, and an education. She lives there with Lynne Bishop who has become one of her best friends, as well as fostering a deep friendship with Group Captain Rudel of the Karlsand Air Force.

It has been two months since the last battle, when Yoshika returns on her way to Helvetica for medical training. Perrine and Lynne fly out to meet her, and Perrine offers the new girl Shizuka Hattori some advice on how to handle things. It was after this that they discovered that they couldn't contact Yoshika, and Perrine and Lynne flew over to the base where Barkhorn, Minna and Hartmann were stationed. It was here that they participated in the battle against a new type of land-sub neuroi, and called out to Yoshika who miraculously regained her magic which had not been drained, but shunted into remission. At this point, the 501st is in active duty again, and they go out fighting more of the land-cruiser types that are popping up around Karsland.
lightning_strike: (Default)

Re: Perrine H Clostermann | Strike Witches

[personal profile] lightning_strike 2012-11-21 03:35 pm (UTC)(link)
Personality: Perrine is both very aggressive in her needs as well as being emotionally scarred from the impact of her homeland being taken over. She is one of those types that is a prim and proper lady, clinging to her old habits of being a noble before the war began, and yet she knows better than anyone how hard war is on her people and on herself. Perrine feels like there is a need to hide and bottle up her true feelings behind a facade of aggressiveness. She is the straight man, the one who acts like a jerk to the lead character while being a consummate professional. Basically she is one of the few characters who act like a actual soldier in the team of crazy people.

Despite this, she is also a very passionate and loyal person, able to stick things out through to the end even with a little proper motivation. She is one of those people who once you earn her trust, she will become your friend for life and nothing short of death would tear her away from that friendship. Joining the Strike Witches has been a blessing for her mental state, as its overall mix of lax and extra training has given her focus, especially when it involves Mio Sakamoto.

Perrine has a deep affection for Mio, and values her friendship as well as any praise she can earn from her. It is hard to say if it is love or strong admiration, but it is also one of those things that can't be quantified into words. She tends to get jealous of anyone who becomes close to Mio, either by association or being 'favored' by the elder witch, and she considers slights on her honor to be one of those things that becomes unforgivable to a point. Having a professional attitude which may distance her from people, but at the same time give her a strong affection to regulation and rules, something that she has also been known to disregard at times when her emotions rule her head. She however prefers to be in a good position with people she cares for, and those who she can call close friends becomes some of her favourite people to be around.

Regarding people who aren't part of her immediate group, she can be a little colder, a little more distant. But at the same time she is a little more nervous around them, unwilling to get too close at the drop of a hat. She treats everyone equally despite this, not looking down unless they have done something to make her upset. At times she feels like she will be caught up in endless shenanigans, and is a hard worker because of this. She feels like there is something more than they can do than just loaf around in between attacks, and Perrine isn't adverse to a little hard work at times. Accepting help is also something for her to get used to, but knows the value of her comrades and friends at the same time.

Other: Being a witch, Perrine hosts considerable magical power between the age of 10 and up to about 20. In combat, she is able to move at a quick pace, using her magic to shield herself, as well as augment her strength and speed. Her special magic is known as a lightning strike, an ability she doesn't use often because it "messes up her hair". However she knows not to hold back in battle, and will defend people to the end.

She is also a skilled duellist with rapier, and uses blade spells as demonstrated in season 2, but not to the extent of Mio Sakamoto, her senior and crush. She also feels like she needs to prove herself to the others as well, to make sure that Mio sees the best side of herself, in an attempt to garner praise to help herself perform even better. As a witch from a noble family, she has access to many spells and records from over the centuries, but she has also not performed anything special other than her lightning strike spell outside of combat. Her familiar is the Chartreux which manifests itself as a tail and cat ears, giving her the appearance of a cat girl. She also holds the rank of Flying Officer and her affiliations are both the Free Gallia Air Force 602 and the 501st Joint Fighter Wing.


Additional Links: http://strikewitches.wikia.com/wiki/Perrine_H._Clostermann
http://strikewitches.wikia.com/wiki/Season_1_Overview
http://strikewitches.wikia.com/wiki/Season_2_Overview
http://strikewitches.wikia.com/wiki/Strike_Witches_Movie

Her Ace Archetype is Pierre Henri Clostermann and much of his personal history has been adapted for Perrine's background. http://en.wikipedia.org/wiki/Pierre_Clostermann

APPROVED

[personal profile] irrigo - 2012-11-22 05:54 (UTC) - Expand
cryingontheinside: (the dark avenger.)

Dexter Morgan | Dexter by Design | 1/3

[personal profile] cryingontheinside 2012-11-24 02:27 am (UTC)(link)
Player nickname: Ca
Player DW: [personal profile] nothingtofear
Way to contact you:
Email: cltonabun @ gmail .com
AIM: n0tJesus
Plurk: [plurk.com profile] menaceonkeys
Are you at least 15?: y
Current Characters: N/A

Character: Dexter Morgan
Fandom: Dexter (books); Dexter by Design
cryingontheinside: (☣ i was taking pictures)

Dexter Morgan | Dexter by Design | 2/3

[personal profile] cryingontheinside 2012-11-24 02:28 am (UTC)(link)
Character Notes:
History: Dexter's world is very similar to ours. There are good guys and there are bad. Dexter has a very strong opinion of what makes each up. Though Jeff Lindsay hints at a spiritual awakening inside Dexter and that the Dark Passenger is itself its own entity, this could also be attributed to Dexter's own instability. Either way, this world only asks us to stretch our suspension of disbelief insofar as much that a blood spatter analyst working in homicide's own house would not be identified for what he truly is: a serial killer.

In the first book (which runs almost exactly to the first season of the show), there is a mysterious killer on the loose who abducts hookers and drains them of their blood. Then he neatly chops their body parts and wraps them up like a Christmas surprise for Miami Metro. Dexter quickly gleans that this is a message for him and no one else, though he doesn't know the identity of the killer. Not yet anyway.

When Dexter was very young he witnessed the brutal murder of his mother, Laura Moser. Detective Harry Morgan was the first officer on the scene and he became Dexter's own personal savior. After days sitting in his mother's blood, he was able to have a haphazardly normal (ish) childhood, at least from an outsider's perspective. Not even his adopted sister Deborah knew the truth.

Harry knew that Dexter would be different than other children. That he would never feel compassion or love, but only the baser emotions. He would act solely on instinct and he began to harness this darkness from day one. His foster father called it his dark passenger, this impulse to kill that he claimed was completely out of Dexter's grasp or control. And so from early on he taught Dexter how to work the system from the inside out. How to fly under the radar and leave no trace so that even when his sister grew up to follow in the fated footsteps of her father, she wouldn't know the truth.

There was one very big chunk of the story missing however: Dexter wasn't alone in that shipping container; in his mother's blood. He had an older brother - Biney, he called him, because at the tender age of three he couldn't pronounce "Brian." Back up to the present, Deborah is taken and Dexter will stop at nothing to find his sister. Because if he could have feelings for anyone, he would have them for Debs. Though he's managed to fool everyone else, there is one man who thinks Dexter is a monster. Dexter's theory is that this man, Sergeant James Doakes, has a dark passenger of his own and his in turn recognizes the darkness in Dexter. Whatever the reason, he follows Dexter in pursuit of a man he identifies as his true biological brother, Brian Moser.

When Dexter arrives, Brian has Debs strapped to a table - he's been watching little brother's methods and he's willing to be flexible. He hands Dexter the knife and he truly hesitates. In the show it's a very clear win for the Code but in the books Dexter wants nothing more in that moment but to end Deborah's life. And if he isn't interrupted by the Lieutenant Maria LaGuerta he probably would have done the deed. Also unlike the show, Debs is awake for this whole process and in this she learns what her brother truly is. Brian sees that Dexter has chosen a fake sister over his true family and stabs Maria (lethally) and flees the scene. Though we don't see him again until much much later, he is always in Dexter's thoughts. The one person who could truly understand what he is and love him for it and he turned him away.

But in this knowledge Deborah doesn't turn away from her brother and instead comes to accept his darkness. It isn't a quick or easy transition by any means, but she had absolute faith in her father which she now invests in her brother. She knows he could have killed her and instead chooses to kill only the darkest of the dark. People Debs often thinks about killing herself. In a strange way, it brings the two closer in a way that Dexter never expected. He still finds himself caught off guard when she brings it up but he can deal with her knowing as long as she can. Though he's elder and often seems unfeeling, he turns to her for guidance in matters of humanity and she turns to him for all his knowledge of "creepy shit."

Though Maria's death conveniently left no witnesses, Doakes has still been watching him and adopts the phrase "I'm watching you motherfucker" pretty much every time he runs across Dexter in the hall. Though Dexter is confident he'll be able to slip the Sergeant's watchful gaze, this soon proves a hindrance on his extracurricular activities. He stakes himself out wherever Dexter might be and refuses to leave and so he spends more and more time with his girlfriend Rita.

Rita is a fragile soul, but she's also stronger than she appears. She's pretty and is always very presentable, but she never wears anything but running shoes. They often go running together to blow off steam. She has two children Astor and Cody and Dexter quickly comes to think of them all as his own. When Doakes stakes him out he goes to Rita's and drinks her beer and spends quality time with the kids. But the whole time he feels it, the need. The urge to kill.

Meanwhile, a man sent to them to help on a particularly horrifying case called Kyle becomes involved with Deborah. This new killer is not really a killer, but an architect of eternal torture. He kidnaps Kyle as his next pet project and sends the department his hand in the mail. On his pinky, Kyle wore a diamond ring. Dexter had taken it from evidence to give to his sister, but driven to Rita's by the ever present Doakes, the ring is accidentally intercepted by Rita herself. It rolls out of his pocket and Rita takes it as a marriage proposal. Dexter can't very well deny it and so the two are engaged.

Vince Masouka, who alongside Angel Batista and Dexter are the forensics department for Miami Metro, is Dexter's self-proclaimed best friend and thereby designates himself as the best man. This requires him to throw a huge bachelor party for Dexter. Doakes also follows him here but it's from Vince's house that the killer abducts him and begins working on him as well. Though he hardly fancies himself an actual hero, Dexter sets out to find Kyle and reluctantly Doakes. Though he saves them both it's not before some collateral damage has been exacted. Debs gets there before Dexter is harmed himself, but Doakes looses his feet, his hands and his tongue. They keep him on desk duty forever after and Dexter's life is pretty good again. Kyle ends up losing an arm and a leg but after extensive therapy he's more or less fine and he continues on dating Deborah.

In Dexter by Design, which is technically the fourth book of the series, though it directly follows the events in Dearly Devoted Dexter (2), Dexter and Rita can be found in Paris on their Honeymoon at the opening. Rita has the time of her life toting Dexter around like a Chanel purse, and Dexter endures. But while in the city of love, they encounter a sight that's decidedly devoid of all romance. It's a strange and disturbing exhibit called "Jennifer's Leg." Though Dexter feels the interest of the Dark Passenger immediately, he takes this as a sign that Rita should steer clear. But her morbid curiosity leads them on through to the very end. The exhibit is a series of animations in loop of Jennifer cutting the fat of her leg clean off the bone and eventually disconnecting it altogether. The very last case is Jennifer's leg itself, the bone preserved and on display for all to see. At the end of the showing, Jennifer herself comes out on crutches to see it and everyone is at once horrified and taken by the sight.

Upon returning to the states, Dexter is immediately thrown into a strange case called the Tourist Murders. Two tourists are killed and their bodies filled with strange knickknacks, all related to tourism and travel. On his own time, Dexter finds and kills a man he believes is a pedophile and carries on with his life. However, these two come crashing together when a witness testimony and mysterious videos on youtube start stacking up. The witness stated that two gay men who looked like typical tourists (cameras, Hawaiian shirts) were spotted right before the first murders took place. The man Dexter killed turns out to be one of those men and the other his boyfriend who has now been driven to kill in the absence of his love. The original murders were not murders at all but in fact a case of stolen body from the morgue plus a strange message to send to the police. That all changes when the killer sets his sights on Dexter instead.

His first true victim is Cody's cub scout leader, and he leaves behind a threat of a polaroid taken of Dexter and Cody. Dexter manages to get the photo before forensics sees it but it's a near thing. Then there are the youtube videos, implicating Dexter in the murder of the beloved boyfriend. None of them show his face, but they're certainly enough to get him to pay attention. There's a brief detour to Mexico that Kyle and Dexter take in pursuit of the Tourist Killer in order to kill him back, but this trip proves fruitless. Though Dexter does get pretty drunk out of the deal and the two men grow closer to the point of tolerating one another. Dexter learns that they aren't so different after all, as well.

They follow him back to the states when Dexter discovers his family is in danger. Rita has been abducted herself and put on display as she nears death. Dexter fears he won't find a way out but between the kids and Rita they overtake the killer and his arm is cut off by his own tablesaw which had been set up to decapitate Rita originally. Before the EMTs arrive on scene, he dies from blood loss and the Bennett-Morgans live happily ever after. Until next time.
Personality: Dexter is highly sociopathic, and quite likely narcissistic. He's out for his own interests, and doesn't care much about anyone who isn't a child or his sister. Because of a deeply repressed event: his mother's brutal murder that he witnessed at only 3 years old, Dexter feels the "need" to kill. His foster father and a homicide detective, Harry Morgan, taught Dexter how to 'aim' this need towards other murderers. It is in this way Dexter becomes the Dark Avenger. He claims that this urge needs to be sated once a month, much like a werewolf, and thinks of himself as a monster. That said he is also self-congragulatory as a lot of serial killers are. He believes he is doing the world a favor, and making it a safer place by killing criminals.

Dexter is highly organized and takes great pleasure in putting things in their 'rightful' places. He became a blood spatter analyst to cleanly file away the wet sticky mess that is blood. Dexter hates blood, more than anything in the world, but he is also inherently fascinated by it. From each victim he takes a drop of their blood and places it on a [microscope] slide so that he may "revisit" them at any time.

While Dexter is severely emotionally removed, he knows how to fake it well. Everyone in his life perceives him to be a well-adjusted and successful man. He is recently married to his girlfriend Rita, who was raped and beaten by her ex-husband. Her children, having been similarly abused, are like Dexter. They feel "the need" and he feels more connected to them for it. While he feels most children are "important," Astor and Cody are more important than all of them. And Dexter's self-glorification leads him to believe he can impart to them the ways of his foster father, and teach them to adhere to Harry's Code.

The Code is something that Dexter has allowed to define him as a person. The rules are simple, but the follow-through is considerably more: (1) Never get caught, (2) Only kill those who deserve it. Because his other persona makes Dexter feel infallible, he has come to see himself as more than human. It's clear he has a very high opinion of himself.

Because Harry always told him to take care of his sister, he always follows after her like an obedient puppy dog. Despite often thinking her ideas are rash or stupid, Dexter almost always follows her lead. In fact, that's a constant in Dexter's life. He seems to believe his ideas are the only intelligent ones quite often, but for the sake of keeping up appearances and forming 'connections,' he is quick to listen to others. LaGuerta, Deb, Rita, Vince are all examples of this.
Other:The third book, Dexter in the Dark, is part of the series but not the continuity. It is generally accepted by the author himself that these events are ignorable and never took place. It has a weird supernatural spin that the other books lack and seems to have a different overall tone as well. Though Dexter will be taken from after the fourth book, it will be as if the third never happened.
Edited (i failed fractions) 2012-11-24 02:28 (UTC)

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[personal profile] irrigo - 2012-11-24 05:32 (UTC) - Expand
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Totooria "Totori" Helmold | Atelier Totori | Not Reserved | 1/3?

[personal profile] chim_ranger 2012-11-25 04:45 am (UTC)(link)
Player nickname: MaxSalsa
Player DW: [personal profile] maxsalsa
Way to contact you:
AIM: ultimatesalsa (preferred!)
Plurk: [plurk.com profile] MaxSalsa, but I haven't used it. Ever.
Are you at least 15?: Aye.
Current Characters: Rita Mordio, Itsuki Myoudouin

Character: Totooria "Totori" Helmold
Fandom: Atelier Totori: The Adventurer of Arland
chim_ranger: (Default)

Totooria "Totori" Helmold | Atelier Totori | Not Reserved | 2/3?

[personal profile] chim_ranger 2012-11-25 04:46 am (UTC)(link)
Character Notes: I'm taking Totori from very early in her own game, but I'm using a few of the game mechanics from the next game (Atelier Meruru) because one, Totori teaches Meruru alchemy so it's a little odd if she doesn't have the same tricks her apprentice does, and two, I'm pretty sure it's just an effect of having more time for game development. Also, I intend for her to be able to make something to give her worldhops much later, once she can make the item that lets her teleport within her own world. This would also mean that she can drop off high-end alchemical items to other worlds or get ingredients from, well, anywhere.

History: Totori lives in a small fishing village named Alanya, on the outskirts of the kingdom of Arland. Arland gives licenses to adventurers to explore the world and take on quests from the people and the kingdom itself; Totori's mother, Gisela, was one such adventurer. Years ago, when Totori was very little, Gisela received a quest in a distant land, which required her to leave the continent from Alanya, the most convenient port. Her husband Guid constructed her a spectacular ship, and she left port with the mission to defeat the Flauschtraut, a massive aquatic monster that blocked the channel... and several days later, pieces of the ship washed ashore. Gisela was never heard from again. Totori cried for a week, and afterward blocked out the memory; her older sister Cecilia convinced the people of Alanya never to tell her of her mother's fate. Totori still believes her mother is alive and stranded somewhere.

A few years ago, Arland ceased to be a kingdom when its ruler, Gio, stepped down from the throne; it's now a republic, though still run out of the castle town. Notably, there was a stir in the capital recently, when the most well-known alchemist in the kingdom announced she was turning her workshop - her atelier - over to her pupil, and basically stopped performing alchemy. Her pupil, Rorona, was challenged by the kingdom to perform various tasks through the power of alchemy or risk having Atelier Rorona closed; through hard work and the help of her friends, she persevered, and Atelier Rorona was spared, Rorona herself becoming something of a celebrity.

Just after Rorona's success in keeping her atelier, she found herself in Alanya during her travels, and met Totori, noting that Totori had the right looks for the lofty position of alchemist, and after some trial, discovered that she had talent for it as well. And so Totori became the apprentice of Rorona, the most well-known alchemist in the land. She worked hard, and eventually became skilled enough for Rorona to let her practice on her own, so when her master returned to the capital, Totori continued to work on her alchemy. It was slow work, and Ceci became exasperated at having to clean up Totori's workshop what seemed like every day, but she passed the days diligently training herself to become a real alchemist.

Totori is now fourteen, and the chance of a lifetime has presented itself: if she and her good friend Gino can save up 5000 Cole, they can go to the capital and get their adventurers' licenses, which will give her the freedom she needs to search for her mother. Ceci is very much against this, and tries to keep Totori from succeeding, but by the end of the three month period they have to collect the money, they are woefully short. Seeing how hard Totori worked to try and save the money, Ceci relents and provides it herself, and Totori and Gino find themselves en route to the capital. After a few weeks of travel, their carriage is attacked near the capital, but they are saved by a passing knight, Sterkenberg; he points them in the direction of the capital, and the two explore for a bit before proceeding to the castle, where they obtain their adventurers' licenses.

Returning home, the days pass peacefully for Totori; she trains her body in combat against monsters while searching for rare ingredients, and she improves her alchemy skills via lots and lots of synthesis, the two feeding into each other and helping her grow into a powerful adventurer. She finds her teacher, Rorona, adrift and nearly out to sea, and her father fishes her out of the water just in time; Rorona spends some time working on her apprentice's skills. Totori overhears her father and Ceci discussing that he can build seaworthy ships; Totori asks about it, and Ceci explodes, sending Totori to her room. The girl is confused, but doesn't push the issue... yet.

And one day, on a trip to the capital to report on the result of a quest, Totori gets some interesting information from the guild attendant, Cordelia: that her mother was well-known around the capital. Asking for information, Cory went digging through the records; when she returned with what little she could find, neither was particularly pleased. All Cordelia could find was the information about Gisela leaving Alanya to take on the Flauschtraut, and never being heard from again. As soon as she could get the time away, she rushed home to confront her sister and father.

Guid seemed displeased, but Ceci was beside herself with rage. She revealed that Totori was not to know of those facts, but reluctantly told her sister the story once again. Predictably, Totori asks her father to build her a boat; Guid agrees, but Ceci is strongly against it, and refuses to talk to either of them until they change their minds. Over the course of the next few days, Totori worries at how to change her sister's mind, but Ceci comes around when her boss points out that the two haven't started on the boat without her okay. Resigned and knowing it'll be a losing battle, she gives in and lets Totori go.

Constructing the boat itself takes a while, and several parts have to be made by Totori herself through alchemy, but after a few months she's got a functional ship, and she gets a group of companions together and sets sail. It's a hard trip, but eventually she makes it to the mouth of the small strait to the ocean, and like clockwork, the Flauschtraut appears to strike down Totori; through force of arms and alchemical might, the girl bests the beast, and she makes her way onward into the open ocean.

After a month or two of travel, she makes landfall on a continent across the ocean, and after a week's travel, she reaches a nameless village. The villagers all seem confused on how someone ended up clear out here... until she gives her name, and they all become nervous. The village elder, Pilca, comes to greet Totori, and show her something important and, ultimately, heartbreaking: Gisela's grave, on the outskirts of the village, where she was buried after a hero's death. Totori spends some time grieving, and the elder tells Totori her mother's story. Some distance away from the village, a great tower sealed an ancient demon. Once every hundred years or so, the demon awakens and demands sacrifices. The village was constructed to serve as the sacrifice to keep the demon from attacking the rest of the continent; all its citizens are female, to please the demon. Gisela was displeased with this, and went to destroy the demon herself when it became clear it would awaken and destroy the village within a month; it was a hard fight, and it ended in a stalemate. She was able to force the demon back into slumber for a time, but she took a grave wound that the village's medicine couldn't treat. She told Pilca of her daughter, Totori, and asked to be taken to the remains of her ship; she passed on shortly after. The elder buried her in the village to honor her sacrifice.

Totori was inconsolable for hours after hearing this, but finally hearing the truth gave her some peace. And so, after a brief rest, she returned home to tell her family about her mother's fate. Unexpectedly, Totori found a stowaway once she was underway: the elder's granddaughter, Piana, who had tucked herself away as an excuse to finally get out of the village that would be her final resting place if nothing changed. Totori had to take her back, but she had to talk to her family first. The trek back was long, but Ceci and Guid are happy to see her, and while they're distraught at the news of Gisela, they're glad to have closure.

After giving her report and checking in with her friends, she returns to the distant village to find that the demon will awaken within days and devour the village. Totori won't stand for this, and makes her way into the demon's tower to finish what her mother started. After a hard fight that nearly ends her, Totori emerges victorious: the demon is slain, never to return. She returns to the village, proud to have carried on her mother's will and saved the village she lived the last of her days in. The elder agrees to let Piana stay with Totori for a while now that the village is no longer in danger, and gives her sincerest thanks. Totori returns home with high spirits but a ache in her heart, and works hard at her alchemy, not wanting to shame her mother's legacy by failing as an adventurer, and gets her lifetime adventurer's license extension.

Special: Atelier Totori has two endings (well, three, but the last one is a bad end, so I don't count it). In the normal end, Totori becomes a great alchemist, but doesn't really go far from Alanya, searching for new candidates to become alchemists but never going too far away from home, and eventually opening a new atelier in the small kingdom of Arls. In the true end, Totori builds strong bonds with her friends and becomes truly strong, and is surprised one day when there's a knock at the door, and her mother is on the other side! Totori is overjoyed, and the family celebrates. Gisela is proud that her daughter's grown to become a fine adventurer, and Totori explores the land with a new spring in her step, though she still opens her new workshop in Arls. (I'll figure out which ending I want to take later; the choice really only comes into play literally at the end of the canon. More than likely I'll play the normal end.)

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Cassian | Godchild | Not reserved

[personal profile] deathstrumpcard 2012-11-25 09:04 am (UTC)(link)
Player nickname: Lysoke
Player DW: [personal profile] lysoke
Way to contact you:
Email: lysoke@gmail.com
AIM: lysoke
Plurk: [plurk.com profile] Lysoke
Other: --
Are you at least 15?: Y
Current Characters: N/A

Character: Cassian
Fandom: Godchild
Character Notes:

History:
Cassian was born to a lower class family in the mid-late 19th century, which raised him until they discovered he had a physical deformity that prevented his body from aging past the point of 12 years old. Upon discovering this, Cassian’s family sold him to a circus where he was taught to be a knife-thrower. This is where most of his upbringing occurred, however he was constantly abused by the ringmaster with a whip.

When Cassian’s an adult, still with the appearance of a young boy, the ringmaster’s girlfriend tries to seduce him. It was really a ploy put on by the ringmaster himself who was laying bets as to whether or not Cassian would fall for her. When Cassian discovers their scheme he snaps, finally having enough of being taken advantage of, and kills both the ringmaster and his girlfriend. From then on he’s hunted by the authorities and sinks deeper into a life of crime; most of his crimes involved murder and assassinations.

Delilah is a secret and corrupt organization run by Alexis Hargreaves, whose main goal is to bring his dead sister/lover back to life. After a few years, Cassian shows up on Delilah’s radar as someone who could be an asset and so agents of Delilah approach him. They tell Cassian that if he joins their group it would be possible that they could find a way to fix his condition with Delilah’s superior medical knowledge. Cassian accepts their proposal, hoping they could fix him, and becomes what is called a “Trump card”. He is placed as Doctor Jezebel Disraeli’s assistant, running errands, stealing items, and, if necessary, killing people for the doctor’s research.

At first the relationship between Cassian and the doctor is borderline hostile as Jezebel hates all humans, preferring the company of animals instead. Cassian, meanwhile, acts hostile to all who look down on him because of his size and thinks that is why Jezebel hates him. However, Cassian begins to realize he was wrong about the nature of the doctor’s animosity; he even develops an affinity for the other man that eventually grows into something stronger.

By the time the doctor begins to be ‘seduced’ by another Delilah member, Cassandra, Cassian and Jezebel’s relationship has already gotten much stronger than expected. It is during this time that Cassian discovers from Dr. Zenopia, another lead Doctor in Delilah, that there would be no way for Cassian to have a normal body due to a chemical imbalance in Cassian’s brain, although it is made up for by heightened agility. Cassian loses hope that he’ll ever have a normal body and instead turns to his only other goal - rescuing Jezebel from his abusive father, whose hate and violence are breaking his son.
Cassandra, Cassian’s enemy, is disgraced publically and revealed to be behind a terrorist attack on London which nearly causes Delilah to be uncovered. Due to his failure, Jezebel shows up and tells Cassandra he is exiled from Delilah. In a rage he attempts to kill Jezebel but instead stabs Cassian because he steps in the way of Cassandra’s attack. Cassian stops Cassandra and knocks him unconscious, but the wound he sustains is fatal and he lies dying in Jezebel’s arms. Just before losing consciousness, Cassian tells Jezebel that he needs to escape his father’s influence before he gets killed by it, proving once again that he truly cares for the doctor.
Despite the mortal wound, Jezebel refuses to allow Cassian to die. He takes Cassandra’s body and performs a brain transplant, putting Cassian into Cassandra’s body and vice versa, ultimately resulting in Cassandra’s death, something that is kept secret from society and most of the other Delilah members.

Because Cassandra has been kicked out of Delilah for nearly uncovering its plans as well as still being hunted by society, Cassian (now in Cassandra’s body) has to go into hiding from both society and Delilah. He spends the two months he is AWAL to heal and start planning a way to save Jezebel from Alexis, Jezebel’s father and the leader of Delilah.

Cassian doesn’t show up again until half way through the 8th Manga when the protagonist, Cain Hargreaves, falls into the London sewers and runs into Cassian. Cassian agrees to guide him to a place just under Delilah’s tower and the two break in together, each with their own motive, Cassian’s being to save Jezebel. They break through the wall right when Jezebel steps in the way of an assassination attempt on his father’s life and gets shot. While Cassian does save him from a long fall off a terrace, he can’t help the doctor’s fatal bullet wound.

To help his half-brother Cain who is lost in the tower, Jezebel gives Cain’s servant, Riff, his blood by slitting his throat. Since Riff is a re-animated corpse thanks to Alexis, this is the only way for Riff to have enough strength to find Cain; however, this causes Cassian to lose the only thing he had left: saving Jezebel from his father. After Jezebel dies, Cassian buries him in a forest with the animals the doctor loved so much.
The last time Cassian is seen is after a lot of time has passed in the “epilogue” when we view him visiting Jezebel’s grave and talking to him.

His pull point will be a few weeks after his brain transplant.

Personality:
Due to Cassian’s history, he has a severe distrust of people and always expects the worst from them. He has no tolerance for those who consider themselves “higher” then others and has a total disregard for social ranking. Since he grew up in a society that turned it’s back on him, he’s really given up on the entire system, and prefers a life in the shadows.

Although it’s true he has no interest in anyone, and generally holds no respect for others, it is unfair to say Cassian is heartless. There are some cases where Cassian has been proven wrong about a person and does develop respect for them. It’s a rare occurrence, but there are times when someone will push into his heart and that person will remain extremely important to him. These people and relationships he becomes very protective of and would do anything for them.

When Cassian is faced with an issue or a problem he needs to solve, he’ll focus on it and do everything in his power to fix/solve it. However, the one thing he won’t do is ask for help. His pride is the only thing he had left to hold on to when he was rejected by society, s it still plays a big part in his actions and decisions. If he is faced with a problem he can’t solve, the only thing he’d do is ask advice, and even then only from someone who he trusts.

At Cass’ pull point, he’s still weary of others and is quicker to judge than trust, but he trusts and cares for Jezebel.

Other:
>Cassian’s a knife thrower, a skill he learned from his past in the circus. He also is a very skilled assassin, something he learned and developed through his work in Delilah. His skills would involve being able to sneak around undetected, a thorough knowledge of places on a body that would kill someone quickly, excellent reflexes, and how to handle various short bladed weapons.

>I played Cassian here before, as seen in the links I will provide for the first person sample, however, it was his original form, though the differences, at his canon point, are small.

Additional Links: N/A because all of the wikis suck

First Person (entry type):
Cassian Post
Old Thread
Third Person:

He didn’t know what he was still doing here, kneeling beside this hunk of stone, this grave. He had said his bit, he had placed the single flower on the grass, now he just needed to leave, move on until it was time to visit again.

But he wouldn’t move, he didn’t want to move. It had been getting harder and harder to leave each time he visited, it was starting to reach the point where he couldn’t come by or he’d be here for hours. Sometimes he anticipated it and brought something to do, something to work on. Sometimes he brought nothing and just sat beside the cold stone, enjoying the same environs the man who he visited had once enjoyed.

Sometimes he wished he could just sit there peacefully forever, never having to think about what the next day would bring, if he could actually continue in a life where his only goal was to keep living as long as he could. Here he didn’t need to think of others, or the small work he could find, or even his past. It was the one place where only the present mattered.

Had he thought too deeply into the matter he would have laughed at the utter irony of his situation. It probably said something if the only way one could enjoy their present was to spend time with a dead guy from their past. But, irony aside, he didn’t mind the situation at all, in fact he liked it.

With a heart that felt lightened and weighted by his visit, he finally stood. He placed a hand on the stone and shut his eyes, making the same promise he always did; to live both of their lives with the body the doctor had given him.

“Good-bye, doc.” Was the only thing he could say as he departed for the dirty, grimy, and dark, ‘real world’ that awaited him.
irrigo: (Default)

PENDING: REVISIONS

[personal profile] irrigo 2012-11-29 07:27 am (UTC)(link)
Could we please see a new first person sample? Something in the style of a journal entry rather than the "accidental broadcast" type.

Re: PENDING: REVISIONS

[personal profile] deathstrumpcard - 2012-12-05 15:29 (UTC) - Expand

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[personal profile] irrigo - 2012-12-07 23:42 (UTC) - Expand
moonspell: (Default)

[personal profile] moonspell 2012-12-02 10:23 am (UTC)(link)
Player nickname: Taylor
Player DW: [personal profile] makelove
Way to contact you:
Email: castles.of.the.sky@gmail.com
AIM: waltztheline
Plurk: [plurk.com profile] cagayake
Other: Private Plurk?
Are you at least 15?: Yes.
Current Characters: Yuri Nakamura, Kobato Hasegawa, Takashi Natsume, Buffy Summers.

Character: Lydia Carlton
Fandom: Hakushaku to Yousei
Character Notes:
History:

Have you had any strange or unaccountable things happen to you?

If so, I can respond to all your inquiries about Fairies.

Fairy Dr. Lydia Carlton


Lydia Carlton is a natural-born 17-year-old redhead who lives on the outskirts of Edinburg, Scotland in the 19th century and is, by almost all accounts, strange. She has a lovely home, with a rose bush fence, not a lot of money, and a fairy-cat that no one but herself can hear named Nico. Her job is not one that many consider normal either-- Lydia is a fairy doctor. Fairy doctors act as a liaison between the humans and fairies, as fairies are normally not visible to humans, though humans are quite visible to fairies. Lydia is able to do this job because she can see fairies, a trait which she inherited from her mother. Lydia's childhood until her mother passed away was full of lessons regarding knowledge about fairies and how to negotiate with them, all of which she considers valuable treasures and mementos of her late mother.

Unfortunately, the Lydia is from a time when fairies are scarcely believed in any longer. Nevertheless, she still keeps up a happy face and does her job to the best of her capabilities.

One day, Lydia receives a letter from her father inviting her to England, but on route she is kidnapped by a man named Edgar J. C. Aschenbert. Edgar claims to be the Blue Knight Earl, an earl famous for owning land in the kingdom of fairies, but he is seeking Lydia's help because he doesn't possess the ability to see fairies, like his ancestors and needs help obtaining the Noble Sword of Merrow as proof of his worthiness for the title.

Lydia doesn't believe him, as that kind of a story just seems too preposterous and his attitude toward her hasn't been, while gentlemanly, exactly giving her much of a choice. Unfortunately, it quickly becomes obvious that Lydia really doesn't have a choice-- it's either let herself go along with this man or be taken forcefully by another group lead by a man name Huskley who are out to steal the exact same thing, since she's the only known fairy doctor still around. At least this guy was upfront about it and wasn't plotting to forcibly kidnap her, so Lydia agrees with extreme skepticism.

Edgar gives her a poem that he found on the back of a coin that was said to be a riddle stating where the location of the Merrow Sword was.

Jack-in-the-green is from a spankey's cradle.
Dance with Pixies on a moonlit night.
Beyond the Cross of Silky.
The Phouka is a labyrinth
Along the footprints of a Worm.
To the right side of Fear Dearig.
Pass under Dullahan's foot.
The treasures of the Leprachaun.
The bed of Clurichaun.
Follow the Banshee.
The Merrow's star can be exchanged with another
Otherwise the Merrows will sing a song of sadness.


Lydia tries to decrypt the first part of this riddle and decides that they should head to an island to look for merfolk, since Merrow is another name for them. Edgar offers her a large amount of money to take the job officially and she agrees, stating that they should try starting at the island of Mannon.

Personality:
"Was that strange? Go ahead and laugh. As you can see, I've completely lost my mind."


Lydia is well aware of, and used to, being called crazy to her face. Her life as a fairy doctor in a time when fairies are scarcely believed in any longer has given her a significant amount of grief throughout her life and many times affected the way that she views herself. Despite this, she doesn't run away from the fairies or think that she's crazy. Her mother was also a fairy doctor and thanks to a loving father figure, she was able to accept herself in that aspect to the extent that she will apologize for the actions of fairies, instead of simply letting a conversation partner be confused to save her some grief.

While Lydia is a strong person and is fully capable of taking care of herself, she does have a lot of doubts about herself in regards to anything outside of her knowledge of fairies. Anyone who claims to be able to see fairies lodges immediate skepticism into her mind; almost as much as when someone says that they believe her without evidence.

If she says something out of line, Lydia may apologize for speaking out of turn or for saying something rude, whether she meant it or not. If she gives/receives a compliment or says something odd, one can expect an almost rambling explanation for it to cover up her embarrassment. She has a lot of self-image issues as well, often referring to her hair as "rust colored" instead of red or orange because of her distaste for her own hair. (It is likely that her hair is a remembrance of her mother, which is why she does not cut it, dye it, or wear a wig to cover it up in spite of her dislike of it.)

Despite her slight skittishness, Lydia will stand up for herself and be assertive if it becomes necessary. She doesn't stand for being harassed or offended and will slap someone if it gets bad enough, regardless of their station. For the most part, a lot of pouting just occurs when she's upset though. It's extremely easy to tell when she's distressed because of this and has a distinctive inability to form any kind of "poker face," even when trying to drug someone with nothing more than a sleeping draught so that she can escape.

Her lack of a poker face when attempting to betray someone's trust stems from guilt. Lydia won't abandon someone if they're in trouble or she sympathizes with them or their cause. She once states that she would "probably regret it for the rest of [her] life if [she] didn't save someone when there was a way to," despite that doing such would destroy her or her freedoms.

Even if she's betrayed, she won't go as far as to kill that person to save her own life, though that may be due to her faith in humanity. She's extremely disbelieving, initially, that people would go to any lengths to hurt, deceive, experiment on, or control one another after Edgar introduces her to a much darker world than the one she is familiar with.

Of course, despite her good heart, Lydia does get easily exasperated and will get very grumpy if she's pushed to it. She can be influenced to do things to hurt others, particularly by individuals she knows care about her (Nico in particular). Though she's by no means a genius, she's quick on her feet about problem-solving and taking action and this makes her an ideal fairy doctor.

Other:
-Before she's hired by Edgar, she's poor enough to joke with Nico about never having to worry about getting robbed.
-Lydia gets seasick easily.
-She's a bad dancer.
-When Lydia was younger, the only time that another human had confessed love to her had been from a boy who had given her a love letter as a prank/dare from his friends. This explains part of why she's so hesitant to let anyone into her heart in that manner.
-She loves her father; he is probably he most important person to her.
-She loves chicks. Like, baby chickens.
-Lydia is from he 1900s and a woman, but her father (a professor of minerals and gems) taught her to read and write English.
-Lydia is actually part fairy, but that's revealed in the novels which are largely untranslated.
Additional Links: Wiki entry.

First Person (entry type): We've been on this boat for quite some time. Nico's still skeptical about everything, but we don't really have a choice. I know I'm a fairy doctor, but I would think that it would be much simpler to have simply come to my office to request my services.

[ Instead of taking terms attempting to kidnap her, that is. ]

I'm not really that fond of ships. Do any of you have any advice on how to deal with it using things that can be found around one? There aren't many fairies besides brownies on board, I can't ask for their help finding something. Most of what they know is herbs anyway, and those don't grow on board a ship. Especially not one this nice. I don't want to ask Edgar, either.

Third Person: Lydia finally had some time to herself, away from Edgar, away from the madness that had started ever since she'd left her home to visit her father. She had only left to go see him and this sudden popularity was getting taken to extreme levels. She was only staying with the Earl because he seemed a lot less hostile than Huntley and his men (and it came with a hefty paycheck)..

Now she was on the train, finally a moment of peace to herself, and she couldn't stop thinking about Edgar. Was there any way to tell if he really was that man that the officers had been looking for?

Maybe she should find Nico... Lydia straightened, stifling a sigh at her exhaustion with everything. There really was no way to avoid any of this. She looked to the side and spotted something at the window of the train. A Brownie tapping on the window. They weren't moving yet, but they would be soon, and that poor fairy would get stuck outside if they started. Brushing some rust-colored hair back, Lydia headed to the window and pried it open. The small fairy climbed through and Lydia shut it immediately after.

"Um... What are you doing?"

An older gentleman, possibly one of the train attendants, had been watching her open and close the window. Lydia laughed a little nervously, putting a smile on. Oh boy, she hated liars and lying, so this was going to be awkward to explain.

"I, um.. There was a small fairy outside; a brownie. They're completely harmless outside of the occasional mischief, don't worry!"

The man looked more concerned about her than the idea of a fairy boarding the train, of course. Another nervous chuckle, then she spotted Nico down the hall.

"I-I'll be off then!"

Lydia took off toward her fairy-cat companion. Perhaps Nico had some news for her that could calm her nerves.
irrigo: (Default)

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[personal profile] irrigo 2012-12-04 04:28 am (UTC)(link)
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thekidsare0kay: (2mile)

Kazuhiko Yukimi | Nabari no Ou | Not Reserved

[personal profile] thekidsare0kay 2012-12-03 02:22 am (UTC)(link)
Player nickname: Cnd
Player DW: [personal profile] jessicasteiner
Way to contact you:
Email: chichirinoda@gmail.com
AIM: hellbreakercnd
Plurk: [plurk.com profile] Chichirinoda
Other: PMs also work?
Are you at least 15?: Y!
Current Characters: Sollux Captor

Character: Kazuhiko Yukimi
Fandom: Nabari no Ou

Character Notes:
History:

Yukimi, now 27 years old, had a difficult childhood. He and his younger sister Kazuho suffered from abuse from their alcoholic father, and Yukimi bears terrible scarring on his body from the abuse. When he was old enough to survive on his own, Yukimi took his sister and fled.

Both Kazuhiko children joined the Iga clan, the largest of the ninja clans that still survive today in Japan. Kazuho became a doctor, and Yukimi an enforcer, growing to have a pretty high position within the ninja clan, and a member of the elite Grey Wolves. While the Iga clan is operated primarily online, which is one thing that has allowed it to grow so large in the modern age without becoming exposed, by the time of the series, Yukimi personally knows the clan's leader, Hattori, and is part of his inner circle. Outside of his position within the ninja clan, Yukimi is a freelance writer, and writes restaurant reviews. The cover allows him to travel around Japan ostensibly to try out restaurants for his column, while doing missions for the Grey Wolves.

The Grey Wolves' master plan to take over the world etc. etc. is to gain control over the five secret scrolls that contain the most powerful techniques of each clan. The Iga clan's scroll contains the secret of Kira, a horrific technique that allows the user to bind people using their own life force, and kill them at a distance by literally ripping their body apart. Yoite is the only currently living user of Kira, and Yukimi is assigned to be his keeper.

Though Yoite is basically considered a monster for his ability, and initially the relationship between Yukimi and Yoite is purely professional, the two grow to have a deep bond. Yukimi becomes fiercely protective of Yoite, in his own rough manner.

At first, Yukimi fulfils his missions without thinking too much about it, over time he grows to get to know Miharu and his friends. He slowly becomes just as protective and caring over Miharu as he is over Yoite, and his commitment to the Iga clan begins to falter. Yukimi is no conscience-less killer, and though he initially believes wholeheartedly in the Iga clan's vision, and is loyal to Hattori, slowly he starts to see the corruption. Eventually, he turns against the Grey Wolves, and begins to help Miharu instead. After Yoite's death, which devastates Yukimi, the Grey Wolves attempt to assassinate Yukimi, and he loses an arm, winding up in the hospital.

I'll be syncing Yukimi up with our other Nabari no Ou characters, taking him from prior to Miharu's defection to the Grey Wolves.


Personality:
Though Yukimi appears like nothing more than a rough punk by initial impression, he is a highly moral and caring individual. He claims to hate children, but is actually completely helpless, and they easily worm their way into his heart. Though one must not make the mistake to think that he wouldn't kick the crap out of a kid who was in his way - after all, most of the ninja he's dealing with in the Benten are teenagers, and he has no problem beating them up.

However, once he cares about someone or something, he will fiercely protect it, whether it's the Grey Wolves, or a kid from an enemy clan with the power to unmake the universe. He's incapable of fighting for a cause he doesn't believe in, and it's only because he believed in the vision of the Iga clan - believed that Hattori was a good person, who truly had the world's best interest at heart - that he was a bad guy in the beginning. Once he recognized the corruption he was furthering by his actions, he changed sides.

Yukimi shows his caring and love in unusual ways. While he might call someone a brat and seem like they're only bothering him by their very existence, he'll sacrifice a great deal in small ways. For example, take his relationship with Yoite. He lives in a one-bedroom condo with this kid, who is actually terrifying and might seriously murder him in his sleep. Yet he makes him endless cups of tea, simply because it gives Yoite some comfort. When Miharu comes to stay with them as well, he gives the boys his bed, and sleeps in his chair at his desk. But he does all of this without a single kind word. Rather than speaking his love, he shows it through his actions.

Yukimi's commitments allows him to commit violent acts and hurt people. He has definitely killed, but he did it believing that the cause was worthwhile. When there's no need for violence, he has no interest in hurting others, and will use words and negotiation to get what he wants. He's a fairly straightforward individual by nature, and tends to barrel straight through situations rather than using trickery or manipulation, though he's far better at keeping his cover and secrets than many of the others in the show. (/eyes…Miharu…)

In fact, though Yukimi does look like a punk and swears pretty much constantly, he's really bright. There's definitely a deeply-thinking brain under that rough exterior. He's a professional writer, which shows his education and intelligence are greater than a first impression might indicate. Throughout the series, Yukimi shows himself to be smart enough to know when to cut and run, when to press forward. He quickly makes connections and changes tactics on the fly when necessary.

Yukimi believes that the worst thing that anyone can do is to pull someone who's not already a part of the 'ninja world' into it. As someone who didn't grow up as part of a ninja clan, he is particularly aware of how dangerous and frightening that world is, and aware of the clear demarcation between ninjas and normal people. It's part of his inner mooshball that he hates the thought of involving normal people who aren't prepared for it, in this world of violence, fear and darkness, considering that to be the worst crime a ninja can commit.

In a way, Yukimi keeps himself apart from both the real world and the ninja world alike. He claims to be a 'modern' ninja, and uses a gun and modern tools that aren't traditional for ninja to use. He no doubt feels the separation of having grown up in the normal world, and not necessarily being steeped in the ninja tradition from a young age, yet he's no longer a part of that normal world, either, and has no friends or connections from that world - not wanting to pull normal people in.


Other: Yukimi isn't that great at the more magical ninja skills, but he does make up for it by being a great hand-to-hand fighter and an excellent shot with a gun. He also appears to be the only one around with a friggin' driver's license.
Additional Links:

First Person (text):

Yo, ducks.

Guess I don't say all that much on the community, so... you guys might not know who the fuck I am. So for those of you who don't, I'm Kazuhiko Yukimi, and I'm a restaurant reviewer. I write for this magazine in Japan, and you know, whatever. It pays the bills.

Thing is, I was thinking I'd like to branch out. I enjoy trying new things, and you might imagine there's only so much variety you can get in Japan, on Earth. Especially when I've got the whole multiverse at my doorstep. So can anyone offer me a worldhop to some real universe-class cuisine in this place?

[Locked to Yoite]

I'll be back this evening. I left a cup of lemon tea on the desk, but you'd better drink it fast or it'll get cold, so hurry up. Sometimes I don't know why I waste my time with you.

Don't do anything stupid while I'm gone. I mean it.

Third Person:

The teppanyaki was hot and properly seared, but it was underspiced. Yukimi sighed and pushed his glasses up, taking a few more notes about his experience, then dropped a pile of bills onto the table and pushed himself up. He had enough to write up a column tonight and get it in before his deadline. He might have to write and polish until late, but he'd be fine.

He smiled awkwardly at the waitress' flirtatious wink and quickly ducked out of the restaurant. He had left her number, written on the back of his bill, on the table. She was pretty, but no way would he call her. She probably - no, she definitely deserved better than being pulled into his world.

Before he could reach his car, however, a presence, a watching feeling. He paused by the driver's side, pretending that he was searching for his keys. He slipped his glasses off and slipped them into his pocket.

And withdrew a kunai, hiding it against his body as he took a quick look around.

There, on the rooftop. A shadow that didn't quite fit. It was either an enemy or a fellow member of the Kairoushuu, but either way he'd have to be wary. Yukimi smirked faintly and leaped upwards, right onto the roof, giving chase as the shadow began to run.

In his shoulder holster he felt his gun, a cool and heavy weight against his skin. But he wouldn't draw it yet. First, he had to figure out who this asshole was.
Edited 2012-12-03 02:23 (UTC)
irrigo: (Default)

APPROVED

[personal profile] irrigo 2012-12-04 04:29 am (UTC)(link)
Approved! Please follow the instructions below:

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irrigo: (Default)

PENDING: REVISIONS

[personal profile] irrigo 2012-12-17 08:00 pm (UTC)(link)
Could we please see another third person sample? We'd like to see something that reflects the traits listed in her personality section, rather than something ship-focused.

Re: PENDING: REVISIONS

[personal profile] pikapikapikarin - 2012-12-17 20:11 (UTC) - Expand

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[personal profile] irrigo - 2012-12-17 20:17 (UTC) - Expand
lil_tanuki: (Default)

Hayate Yagami | Magical Girl Lyrical Nanoha

[personal profile] lil_tanuki 2012-12-14 06:46 pm (UTC)(link)
Player nickname: Shaun
Player DW: [personal profile] drunkenpandaren
Way to contact you:
Email: skbgarin@gmail.com
AIM: Shaun Garin
Plurk: [plurk.com profile] DrSKirk
Other:
Are you at least 15?: Y
Current Characters: Yayoi Kise, Thrall, Perrine H Cloistermann, Daiki Kaitou, Hibiki Houjou (Pending)

Character: Hayate Yagami
Fandom: Magical Girl Lyrical Nanoha
Character Notes: A portion of this application has been taken from previous apps for the sake of less work.
lil_tanuki: (Default)

Re: Hayate Yagami | Magical Girl Lyrical Nanoha

[personal profile] lil_tanuki 2012-12-14 06:47 pm (UTC)(link)
History: The series Magical Girl Lyrical Nanoha centers around the adventures of Nanoha Takamachi as she finds the thing she wants to do in her life and fights against various opponents throughout the years, and has numerous adventures as a part of the TSAB, the Time-Space Administration Bureau. It is here that her journeys begin about a year before Hayate is formally introduced into the series. But before that, Hayate lost her parents at a young age and became the ward of Admiral Gil Graham, a native of England and one of the members of the TSAB who had plans for her, despite his own misgivings. He gave her a magical book that was bound, and was the old Tome of the Night Sky, the Book of Darkness and slowly, Hayate began to get sick.

Over a slow amount of time, her legs began to give out, and by the time she meets her Wolkenritter, her Cloud Knights, she was living alone in a house in a wheelchair. Passing out in surprise when they arrived from the book's major activation protocol, the wolkenritter brought her to the hospital where they asked to give them orders. Hayate told them to follow her lead and basically adopted them as her family. She won the hearts of her knights and they became her family, while becoming progressively sicker over time. It was after a moment of weakness that the knights went against Hayate's orders and behind her back, started to fill the pages.

However Hayate got even worse as time went on, even as she befriended Suzuka, one of Nanoha's friends and started to interact with Fate and Nanoha without her knights discovering this. However it all cumulated on Christmas Eve when the knights and Nanoha and Fate discovered the others involvement, and a giant fight boiled over. But Gil's familiars posing as Nanoha and Fate brought Hayate into the mix, and caused her to be driven into the pits of despair, where the books protocols took over and absorbed Hayate into it.

However Hayate was not one to give up, and when everyone called out to her through Reinforce, she took control and dubbed Reinforce the Blessed Wind, the Tome of the Azure Sky. And with her power, they took control of the Book and destroyed the defense program. It was here that Hayate was exonerated for her participation in Gil's plan to try and seal her away. After this, Hayate began training to become part of the TSAB.

Years pass, and Hayate continues to grow, get strong and increase her ranking in the TSAB. She leads a double life as a magical girl on missions while raising her family up right, the knights being joined by a new familiar called Reinforce Zwei who was the second Reinforce. Hayate soon found her niche in deskwork and she became able to lead as well as train. This proceeded until about five or six years before the beginning of StrikerS when they were investigating the emergence of weapons called Gadget Drones which also caused the near crippling of Nanoha during an event. Hayate petitioned the TSAB to start a new heavy response team focused around finding Relics, and preventing them from getting into their hands.

The newly formed up Riot Six included several of the new recruits, all handpicked for various skills and ability sets. Hayate lead them, while Nanoha trained the recruits along with Vita while she continued to work behind the scenes to make sure that things worked out. Once before the final battle, Hayate was called to wipe out a good portion of the army with a diabolic emission and again during the final battle, she also participated in the final assault on the Saint Cradle. After this, Riot Six was disbanded but she remained as a head investigator.

More years pass, four to be exact and Hayate is leading a pretty ideal life, despite the threat of enemies on the horizon in the form of the enemies from Nanoha Force. She is tasked with making a device for Einhart, one of the descendants of the Saint King and delivers quite well. This point of her history is still unfinished due to a lack of scanlations available, and Hayate is mostly a side character.

In Force, Hayate is said to be leading the charge against the new enemies, reuniting the members of Riot Six. She is deployed in battle after Signum is struck down and put into the hospital, but things go bad for her and she is run through and put into intensive care. Later on, she gains a powerful new upgrade to Reinforce's gear. This part of her history is also still unfinished due to a lack of scanlations available.

APPROVED

[personal profile] irrigo - 2012-12-17 20:14 (UTC) - Expand
irrigo: (Default)

APPROVED

[personal profile] irrigo 2012-12-23 06:50 am (UTC)(link)
Approved! Please follow the instructions below:

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» Start adding people from the Friend Add List.
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» We have an Activity Check at [community profile] dramadramaduck every two months and the next one is in January. Because your application was accepted in December, you will be exempt from the Activity Check.
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irrigo: (Default)

alviss ( mär: märchen awakens romance ) ☆ 1/?

[personal profile] irrigo 2012-12-23 06:38 am (UTC)(link)
Player nickname: Ichi
Player DW: [personal profile] irrigo
Way to contact you:
Plurk: [plurk.com profile] unspeakingly
Are you at least 15?: Y
Current Characters: Minatsuki Takami, Celty Sturluson, Miharu Rokujo

Character: Alviss
Fandom: MÄR: Märchen Awakens Romance (anime)
Character Notes:
History:
In the fantasy world of MÄR Heaven, there one day rose a team called the Chess Pieces who wished to destroy the land and the lives of the people there. They were led by the immortal Phantom - a man who had turned himself into a living corpse using his own Zombie Tattoo - and challenged the citizens of MÄR to a series of War Games; tournament-style battles for the safety and freedom of MÄR Heaven. All those able and willing volunteered to fight in the War Games, most notably the Cross Guard, who became honoured soldiers for their war efforts. The people of MÄR were so desperate to win that they summoned a stranger from another world, hoping that he would be a great hero and lead them to victory. He was known to all as Boss, from Earth.

Alviss' life prior to the War Games is unknown, but he comes to the Cross Guard as an orphan at the age of ten. (Much of MÄR is poverty-stricken and without law; there are a number of ways he could have lost his parents and home.) Although he is too young to join the fight, Boss admires his love for MÄR and his tenacity, so he lets Alviss join the Cross Guard. Unfortunately, this exposes Alviss to an awful tragedy - towards the end of the War Games, Phantom presumably becomes bored with the lack of challenge and slaughters most members of the Cross Guard. Alviss is witness to this, and the only one left alive at the end of the massacre; he faces Phantom and demands that he stop killing his comrades. Phantom takes an interest in Alviss' bravery and strength, and bestows a "gift" upon him - the Zombie Tattoo. Over time, it will spread across Alviss' entire body and eventually turn him into a living corpse like Phantom. Despite his initial grief, he is persuaded by his fellow Cross Guards Gaira and Alan to fight against Phantom's curse rather than give in and despair.

The War Games end in a tie. Phantom and Boss kill each other in a final battle, and the Chess Pieces disband - but as an immortal, Phantom's death is only temporary, and they warn that they will return when Phantom eventually revives. MÄR Heaven returns to normal.

Alviss trains with Gaira for a long time, building up his strength and abilities to prepare for Phantom's revival, but also in the hopes of slowing the progress of the Zombie Tattoo. During this period, he meets the fairy Bell, who becomes his best friend, and eventually the two of them leave Gaira's care and take off on their own. They train, gather ÄRM - powerful weapons strewn across MÄR Heaven with varying degrees of rarity, each requiring magic strength to use - and generally keep an eye on the state of things in the world. Alviss waits for the return of Phantom, desperate to cure himself of the Zombie Tattoo before it can finish its cycle.

Six years after the end of the first War Games, the Chess Pieces begin to regroup, anticipating Phantom's resurrection. Alviss - with the Zombie Tattoo close to completion by now - takes this as his cue to act, and unleashes what he has been waiting for; he uses the same ÄRM that had brought Boss into their world, the Gate Keeper Clown, and calls for another hero from Earth. Unfortunately, the Clown chooses the hopeless fourteen year-old Ginta Toramizu, who is in fact Boss' son. After this summoning, Alviss follows Ginta around to gauge his skills and usefulness to the people of MÄR. They eventually clash, when Alviss steps in to save Ginta from a group of bandits and then demands that Ginta destroy the sentient ÄRM he has picked up, Babbo, because it was Phantom's greatest weapon in the previous War Games. However, Babbo has no recollection of that time and has developed a personality of his own, as well as a strong bond with Ginta, so the two of them fight Alviss.

Alviss wins, but he is impressed by Ginta and the friendship he seems to share with Babbo, so he leaves them be, and instead ends up going to fend off the Chess Pieces, who are attacking cities across MÄR to announce their return. Soon after, the call for the Second War Games takes place, and Alviss makes his way to Reginlief Castle alone, where they will be taking place. At this point, he stands there as a Cross Guard instead of a member of Ginta's Team MÄR - a group which now consists of Ginta, Princess Snow of Lestava, the witch Dorothy, Jack the farmer, and the thief Nanashi.

The preliminary round of the War Games is catastrophic. MÄR is short on numbers to begin with, still suffering from the blow dealt by the Chess Pieces six years ago, and almost all of its volunteers are wiped out by this trial battle. Alviss and all of Team MÄR come out victorious, but even Gaira is (unfairly) defeated. So, it is a team of six teenagers up against the entirety of the Chess Pieces, but they have no choice if they want to save MÄR Heaven. The rules of the War Games are simple: both sides send out a randomly decided number of members per round, and they fight in one-on-one battles. Whoever wins the majority of battles in that round is the winner, and all of its members can compete in the next round, no matter the outcome of an individual's battle. Every member who wins their individual match can also compete in the next round. However, if the Captain - who they choose to be Ginta, hoping that he will measure up to Boss - loses, then the War Games are over.

Round one of the War Games goes well for Team MÄR (and Alviss). Alviss volunteers to go first, being the only participant with any experience in the War Games; as he demonstrates throughout the series, he remembers many of the Chess Pieces from the fights he watched as a child, and so he often knows what to expect. He takes out his opponent in a matter of seconds with his bare hands. Jack loses his battle against Pano to a groin hit, and Ginta unleashes some of the powers that Babbo has been developing on their adventures, winning his fight and making it an overall win for Team MÄR (and Alviss).

Jack and Ginta go off to train during the next round, and Alviss sits out, so the other three members of Team MÄR get their turn to fight. Nanashi comes close to winning an impossible battle but his inability to strike a girl causes him to throw the fight. However, Princess Snow wins and Dorothy annihilates her enemy, so it is an overall win. They take a break before the next round, and it gets revealed to everyone that Ginta is Boss' son.

Team MÄR gets a surprising new member on the morning of the third round; Alan, the old Cross Guard, had been cursed in the previous War Games to share a body with Snow's dog servant Edward, only appearing after Ed has slept three times. He finally emerges, and the Chess Pieces allow him to join because they think it will be more entertaining that way. The next round is five-on-five, and Alviss competes again because the enemies are more highly ranked within the Chess Pieces now. Alan kills his opponent, Jack wins his rematch against Pano, Snow loses due to the volcanic battlefield, and Ginta wins thanks to his opponent's curse backfiring. Although Alviss' match doesn't technically matter towards the final score, he gives it his all anyway, and it is one of the most significant battles in the War Games for him.

In his battle, Alviss goes up against Rolan, who is the first Knight-class that Team MÄR has had to face, and also an opponent that Alviss had clashed with briefly prior to the beginning of the War Games. It is a close fight the whole way, but the real moment of importance is when Rolan sees Alviss' Zombie Tattoo, and reveals his own. They have a heated argument about this; Rolan's love and gratitude towards Phantom make them polar opposites, and later rivals. Alviss manages to survive the strongest attack that Rolan unleashes upon him, but in the end, he is satisfied with merely proving his abilities instead of risking his life to win a meaningless battle, and surrenders the match. He says to Rolan that he only lost because of Rolan's superior magical stamina, and that they will fight again in the future.

After the fight, Ginta decides then to try curing both Alviss' and Alan's curses using Babbo's new power, a Sacred Guardian with healing abilities called Alice - and although he manages to separate Alan and Edward, Alviss is unable to be cured by anyone other than Phantom. Phantom also comes to congratulate them on their victory, and announces that he is upping the quality of the soldiers; it is entirely Bishop- and Knight-class from here on out. Because of this, Team MÄR is sent into the Training Gate and everyone has a training montage of sorts. Snow stays behind for longer because she worries that she's too weak, and Alan refuses to fight in the next round because he wants to see that the others can win without him, so round four is five-against-six.

Alviss fights first and wins against Mr. Hook - however, his victory reveals the murderous nature of the Chess Piece Knight Rapunzel. She challenges Hook to rock-paper-scissors, and when he loses, she slits his throat. Jack wins, and she kills his opponent too. Dorothy wins her match in a matter of seconds, and Rapunzel kills him immediately. Nanashi is, unfortunately, up against the young girl Aqua, so although he could have easily won, he throws the match and it ends in a draw, which Nanashi hopes will save her from Rapunzel's wrath - but Rapunzel is so enraged by this that she challenges her to rock-papper-scissors, and even when Aqua wins, Rapunzel's little brother Girom kills her anyway. This leads into Ginta's fight against Girom, which he wins, and finally, Dorothy's match against Rapunzel, which she wins once again.

At the end of the fourth round, Dorothy finds out from Rapunzel that her traitorous older sister Diana is the Queen of the Chess Pieces, so she takes all of Team MÄR back to Caldea, the country of magic. While Ginta is doing important things like fighting Phantom when he decides to show up unexpectedly, Alviss and the others are all gifted with new and powerful ÄRM. The Caldean law states that when someone is charged with a crime, their family member must kill them, and so Dorothy returns to Reginlief with the cruel task of finding and murdering her own sister.

Team MÄR begins struggling in the fifth round, a five-on-five. Snow and Alviss win against two Bishops, although Alviss doesn't win nearly as easily as he had in previous matches - mostly because he goes out of his way not to use the ÄRM he received in Caldea. The next three opponents are of Phantom's elite, the Zodiac Knights; Jack narrowly draws with Candice, Ash surrenders to Ginta, and Nanashi defeats his old friend and ex-thief Galian. Despite all of their victories, though, every match is frighteningly close and everyone has a lot of difficulty.

Thankfully, they get a few days of rest after those tiring battles; the War Games are temporarily put on hold by the Chess Pieces, and filler episodes take place until they continue. On the first day, Team MÄR decides to have a costume party for a change of pace. On the second day, Alviss' fairy Bell flies off in a fit of jealous rage and gets kidnapped to power an ÄRM that creates a monster. Alviss furiously hunts down her kidnappers and risks his life to defeat the monster and rescue her. He spends the third day training with Alan while everyone else continues to relax.

On the fourth day, Team MÄR regroups for a training session to get them back into the spirit of battle before the War Games can resume; they each pair up with a random partner and head into the Training Gate with that person. Alviss goes with Nanashi, and the two of them don't get along at first. However, they're forced to cooperate when an extremely violent group called the Zonnen infiltrate the Training Gates. The Zonnen were exiled from the Chess Pieces for their aimless bloodthirst, and they feel that Phantom's War Games are too monotonous, so they want to kill Team MÄR and finish the Games. Venus and Jupiter are sent to kill Alviss and Nanashi, and Venus begins by using an ÄRM that causes Nanashi to turn on Alviss; when Alviss outwits her, Jupiter traps the two of them in a moving labyrinth, but together, Alviss and Nanashi finally beat them. They spend the rest of their time in the Training Gate bonding while they wait for it to open.

The War Games start up again, and the sixth round is another five-on-five. Alan loses the first match pathetically against the catgirl Chaton because of his crippling fear of cats, so Alviss becomes anxious and snaps that they absolutely need to win the next matches. Thankfully, Alviss wins his match, and reveals his new Caldean ÄRM to be a Guardian, Á Bao A Qu. Dorothy beats her sister's old toy Pinocchion to put them at a 2-1 lead, but Snow's battle against her old caretaker Magical Roe ends with him kidnapping her and taking her to Lestava, where the Queen Diana awaits. However, Ginta still needs to fight Ian before they can follow her; if he doesn't, Team MÄR loses. Naturally, Ginta wins.

There is a break of several days before the final round of the Chess Pieces, against Phantom and his highest Knights. Both Snow and the world of MÄR Heaven are at stake in this last battle, so everyone goes into the Training Gate again - however, instead of taking them to the training dimension, everyone lands in an alternate Tokyo, Earth. Ginta soon finds that the others have all had their memories altered by something strange; Jack is a delinquent, Nanashi is the leader of a bike gang, Dorothy is a maid, Alan is a detective, and Alviss is a hospital patient with a terminal illness. Ginta helps them to get their memories of MÄR back one by one, and through Alviss' fake story, Ginta begins to understand that there's something wrong with the world they're in - Kotomi, the young girl that Alviss is friends with in this world, was actually a childhood friend of Ginta's that died of illness. He realises that there are a number of inconsistencies that don't match up with the home he left, and everything unravels.

When Ginta confirms the world as a fake, it turns on them. While Ginta is trapped in a series of illusions, Alviss and the others are suddenly hounded by hundreds of police. When the team finally reunites, Alan calls out Lilith, a woman who was trapped in the Training Gate six years ago, as he believes that she is the culprit behind the fake world. She appears only to summon the unclassifiable ÄRM, Plenu Ryunu, which has the ability to manifest people's thoughts, and then escapes. Alan tells the story of Lilith - how she joined the Cross Guard, and used a Dimension ÄRM whilst inside the Training Gate, disappearing forever.

Plenu Ryunu creates an army of knights to protect the gate that Lilith escaped through; knowing that the only way to end this is to get Lilith and find out what she wants, Alviss, Nanashi and Jack all stay behind to fight the enemies while Ginta, Dorothy and Alan go on ahead. While they're split into the two teams, Alan tells Ginta and Dorothy more of Lilith's story; he explains that after she joined the Cross Guard, the Chess Pieces wiped out her village, and she has created an illusionary dimension for herself so that she can relive her peaceful memories. When they find her, they discover that she had altered her own memories, too, so that she didn't know about her village's tragedy, and the dimension had fuelled itself with her remnant magical power; she had given up on life long ago. Ginta destroys Plenu Ryunu, Lilith is put to rest, and the illusion dimension collapses. Team MÄR splits up again and goes back to training in separate Training Gates.
irrigo: (Default)

alviss ( mär: märchen awakens romance ) ☆ 2/?

[personal profile] irrigo 2012-12-23 06:41 am (UTC)(link)
They come back out just in time - Phantom wants to begin the final battle on the next day.

Jack fights first against Weasel, the man who killed his father in the first War Games, and he wins. Alviss is next, and he goes up against Rolan for a rematch. This time, the fight is more intense; they both feel that they are fighting for the sake of their ideals; Alviss treasuring his mortality, and Rolan idolising eternity. Alviss spends the beginning of the match refusing to fight, hoping that Rolan will be convinced to see the reality behind Phantom's "eternity", but the battle finally turns serious, and they put all of their efforts into winning. Although Alviss tries again to lure Rolan to his side, and he comes very close to succeeding, in the end they're unable to reconcile, and they each use their Guardian ÄRM in a final attack - and Alviss emerges the victor, without killing Rolan.

The battles continue, each taking place on a separate day. Dorothy defeats Chimera, Alan wins against Halloween after drawing with him six years ago, and Nanashi gets his revenge on Peta for killing the thieves of Luberia. Finally, the last match comes - Phantom vs Ginta. Even though the score is 5-0, this is the only battle that actually matters, because they are both captains. The fight is long, intense, and close on both sides, but in the end, Ginta wins, and the Chess Pieces lose the War Games for good. They reluctantly retreat, and Team MÄR's next target is Lestava Castle, where Snow is being held captive by the Queen. However, before that, Alviss, Ginta and Dorothy have to go to Caldea to repair a crack that Phantom made in Babbo. While they're there, Ginta asks the Caldean Elder about a key-shaped ÄRM he got from a ghost at the start of his journey; the Elder explains that it's Purific Ave, and it is the only thing capable of killing Phantom for good. Alviss asks to keep the Ave, wanting to kill Phantom himself.

Finally, Team MÄR makes it to Lestava Castle to save Snow and kill the Queen. They split up when they make it inside; Alviss and Dorothy deal with the guards so that they can beat Phantom and Queen Diana separately, but they're attacked by Rolan and Candice before they can reach Phantom. When they finally win after a long struggle, a new opponent shows up, and he hits Alviss with a Ghost ÄRM called the Rondo of Time, which speeds up the progress of Alviss' Zombie Tattoo significantly. The newcomer uses a Dimensional ÄRM to transport them all to a desert - where they all have to fight to restrain Alviss, who is being driven mad by the pain from his now near-complete Tattoo. Snow and Ginta use their Sacred ÄRM to suppress the pain, but the Rondo of Time cannot be stopped, and as another side-effect of the Tattoo's progress, Alviss experiences a connection with Phantom, who commands him to come to his side, although for the moment, Alviss resists.

Team MÄR soon learns that the man who used the Rondo of Time is one of the Ghost Chess, a group that exists only to please Phantom, and it just so happens that what will please Phantom most is to have Alviss, so they move out to capture him. Unfortunately, the others have to fight back on their own, because Alviss is incapacitated by the effects of the Zombie Tattoo. When the head of the Ghost Chess comes to retrieve Alviss, he appears to have been completely taken over by Phantom's influence, and he submits to the summons. However, once inside the castle, Alviss manages to overcome the possession, and he attempts to stab Phantom with the Purific Ave - unsuccessfully. Phantom deflects him, and he uses the bond he has with Alviss to put him under a sort of mind control. He collars Alviss and chains him to his side.

Alviss is self-aware for half of his time in captivity, but for the rest, he is completely under the control of the Zombie Tattoo and Phantom. The influence is so strong that he attempts to kill Team MÄR when they come to retrieve him, and barely manages to control himself for long enough to let them escape. As he is left in isolation, though, his determination allows him to direct his violent urges elsewhere - he breaks out of Phantom's tower and attacks the Ghost Chess who were attacking Ginta and Dorothy before turning on his friends, hoping that they will kill him. Thankfully, Snow hits the Rondo of Time with ice, freezing it and allowing Alviss to recover his sanity and control.

However, the Tattoo is extremely close to completion, and he still suffers bouts of madness, but Team MÄR refuses to let him give in, and they take him to the Misty Castle, Clavier, in order for him to acquire the Almetici ÄRM that is capable of granting any wish. When he reaches it, he encounters a younger version of himself, who says that he needs the ÄRM to save all of MÄR Heaven. Alviss feels that this is more noble than his current wish, and he gives up the ÄRM, but when the child receives the ÄRM, he finds that it is only a dagger - the same dagger that Alviss used to break open the gates of MÄR Heaven when he summoned Ginta. He hands the dagger to the child and tells him to hang onto it before he goes back down to the others, the Rondo of Time beginning to tick again.

Alviss returns from Clavier just in time to help everyone after the defeat of the last member of the Ghost Chess, but he is in a critical state due to the Zombie Tattoo, and Ginta carries him to Phantom's castle, where they find Rolan. Alviss allows Rolan to take him to the throne room, and when they see that Phantom is missing, Rolan assumes that he died in Alviss' absence; he promptly commits suicide in front of Alviss, who takes a moment to mourn him before they go on to find Phantom. (It's revealed in the ending of the series that Rolan survived, but Alviss remains unaware of this.) When they reach him, he has changed - he appears to be terribly ill, barely capable of movement, and he has lost his love for immortality, regretting the things he has done in his life. Phantom welcomes his own death, going so far as to help with the killing strike when his sudden kindness causes Alviss to hesitate. Alviss lays Phantom's body to rest and asks Jack to grow a field of flowers around it, so that Phantom might rest in peace.

Finally, they make their way to Lestava Castle to kill the Queen and King at last, but both have already moved on, and instead, they meet Snow's father, the King of Lestava, and have a party to celebrate the defeat of the Chess Pieces. In the middle of their celebrations, there are suddenly reports of catastrophes in surrounding towns, and when they go to investigate, they find that famous Earth landmarks such as the Eiffel Tower are being dropped from the sky. When they return, they learn that the King attacked Lestava while they were gone, and Alan was killed in the ensuing fight.

Ginta and Dorothy go to Caldea to ask the Elder about what is happening to MÄR Heaven, while Alviss and the others go to look for information in town. They encounter the King there; Nanashi is killed trying to protect his friends, and when Alviss tries to escape with Snow, she is also mortally wounded. However, the King leaves Alviss alive, so he immediately escapes to Caldea with Snow, Jack and Jack's girlfriend Pano, and Snow dies in Ginta's arms when they arrive.

Abnormalities continue to happen all over MÄR Heaven, and the remaining members of Team MÄR do what they can to help villages and citizens, but they continue to lose friends to the King. Alviss, Dorothy and Ginta go to an island in order to activate an ÄRM that will take them to where the Queen and King are, and while they're there, Alviss runs into the King, and he fights him. While the King initially appears to be Boss, Alviss comes to the conclusion that it is only a resemblance, and fights with all of his strength; he does a lot of damage to the King, but is badly wounded, and he sacrifices the last of his life to complete the activation of the ÄRM that Dorothy and Ginta had worked on. He sees the two of them off, and dies once they have gone.

Dorothy kills Queen Diana before getting killed herself by the King, and Ginta takes a last stand against the King. In the process, he finds out that while the Orb of Caldea - the sentient concentrated evil of everyone in MÄR Heaven - took his father, Boss', body, Boss' soul was transferred into Babbo at the same time. Ginta defeats the King, which ejects the Orb from Boss' body, and he puts Boss' soul back into it before he heads off to destroy the Orb. The bonds with all of the people he has met in MÄR Heaven give him the strength to win, and he creates a new power for Babbo that revives all of his dead team-mates. With the Orb gone, MÄR Heaven is finally at peace, and Ginta spends some time helping to rebuild the world with the rest of Team MÄR.

Even though everyone wants Ginta to stay with them in MÄR Heaven, he and Boss have to return to Earth, where their old lives are waiting for them. Dorothy finds another Gate Keeper Clown to take them back, and after exchanging farewells with everyone, they head home. The series' ending montage implies that Alviss goes on to live with Bell, keeping contact with the friends he has made during the War Games and training in case the peace of MÄR Heaven is ever threatened again.

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Bazett Fraga McRemitz | Fate/Kaleid Liner Prisma Illya | Reserved(?) 1/?

[personal profile] answerer_sword 2012-12-25 01:59 am (UTC)(link)
Player DW: lotus-genie
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Email: genie_wu12@yahoo.com
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Are you at least 15?: Y
Current Characters: N/A

Character:Bazett Fraga McRemitz
Fandom: Fate/Kaleid Liner Prisma Illya
Character Notes: I play Bazett in A-facility and played her in Mayfield before the game ended. I also apped her to Arcanarum. Therefore, everything has been written by me.
History: The Nasuverse canonically has many timelines, some with slight differences between each other and some with drastic ones between each other. However, they are all part of the same canon universe. In Bazett’s case, the divergence of Kaleid and Fate/Stay Night occurs around the beginning of the Fourth Holy Grail War. Therefore, the details of her backstory are headcanon. Unlike the Bazett of Fate/Hollow Ataraxia, Bazett comes from a world where the Holy Grail system was disassembled before the 4th Heaven’s Feel began. Instead of being summoned to compete against each other in a seven-class battle royale, the Heroic Spirits of the past are now summoned as dark, twisted versions of themselves via artifacts called the “Class Cards.”

Bazett’s early history is much the same as that in the mainstream Fate/ history. As a child growing up in a coastal village in North Ireland, she was unable to properly enjoy the things in her life because of her confidence issues and instead became obsessed with the legend of Cu Chulainn. Compared to the average magus, her life was much better, if sheltered. Though the Fraga were an old clan and could easily have gained power and privilege in the world of the magi, her ancestors instead chose to seclude themselves in their coastal dwelling and live simple lives, passing down their magical arts. Her parents followed in their footsteps. As a result, Bazett’s magecraft training was rather simple and there was little pressure on her to bring glory to the clan or improve the family’s magecraft. One could say her life was more akin to that of a regular human child than a magus one. However, as she grew up, she believed there was no place in the village for her and joined the Mages’ Association, the largest gathering of Western magi as well as a sort of government body for them, instead. Her parents, worried about the pressures that would be exerted upon her and the differences between the lifestyle she was accustomed to and the lifestyle of other magi, disapproved of her decision. In response, she cut her ties with them. The Mages’ Association seemed to accept her and gave her a warm welcome, but in truth, it was all on the surface. Her abilities, though rare, were considered useless since they were more oriented toward combat than research. She was shunted into the role of a Sealing Designation Enforcer, charged with taking down the magi who received sealing designations or forces that became too dangerous to the world at large. Having already become distanced from her family and childhood friends, she truly had no place in the world. Therefore, she devoted herself more than ever to the tasks assigned to her.

One of them was the collection of the seven Class Cards, dangerous artifacts that summoned twisted copies of past heroes created pocket universes that destabilized all of reality. Bazett took down the Lancer and Archer cards by herself, but was recalled when a political shakeup in the Association meant her superiors had changed. However, another shakeup resulted in her being placed back on the mission. She travelled to Japan to take the cards from the two teenagers assigned to retrieve the cards in her place, Luviagelita Edelfelt and Rin Tohsaka. The two had been given Zelretch’s Kaleidosticks, magical artifacts that granted great powers in exchange for changing the user into an embarrassing magical girl form. The Kaleidosticks, deciding that their assigned users were more interested in using their powers on each other than the cards, dissolved their contracts with Rin and Luvia and created contracts with the girls Ilyasviel Von Einzbern and Miyu Edelfelt instead. In the ensuing fight, Bazett severely beat Luvia, the girls, and Ilya’s Archer Card-based clone Kuro. However she was finally persuaded to stop after Rin placed a slave seal on her and then told her about the existence of an eighth Card which was disrupting the Earth’s ley lines. They agreed to a temporary ceasefire during which Bazett took possession of the Lancer, Rider, and Saber cards and then went to consult her superiors about her next actions.

However, Bazett received a nasty surprise when she was told that the Association would not reimburse the massive damages she had created during her fight. The money she originally had to pay for travel expenses was taken to pay for the damages and her accounts were frozen. Though she ended up penniless and on the street, Bazett was never removed from the mission. Therefore, she continued to await a decision on the matter of the eighth card, sleeping on park benches and working odd jobs for money in the meantime. One of these jobs was selling popsicles on the beach. There, she encountered Illya’s group again. Though they assumed she would attack them again, she clarified she was selling popsicles to fund her stay in Japan. However, she did so a little too aggressively, scaring off some potential customers. To make it worse, Kaleido Ruby decided to spice up the party by playing matchmaker between Illya and her older brother Shirou. In the ensuing chaos, Shirou was injected with an aphrodisiac and began professing his love of everyone present. Only Bazett was unfazed and continued trying to sell her popsicles to the panicking group. Finally, to calm everyone down, Ruby injected them, Bazett included, with tranquilizers. Following that, Kaleido Sapphire came to clean up the mess. In the aftermath, Bazett forgot about the preceding events. When her boss questioned her about her unsold popsicles, she claimed someone must have sabotaged her work because she had a lacuna in her memory. Her boss, unimpressed, accused her of slacking off and refused to pay her that day’s salary.

Eventually, Rin and Luvia decided to use a drill to create a tunnel that would allow the fighters to approach the eighth card. Bazett joined her former rivals in the assault on the card, which turned out to channel the hero Gilgamesh. After an all-out magical attack by Rin’s side failed, Bazett charged Gilgamesh by herself. With backup from Rin, Luvia, and the girls, Bazett was able to survive Gilgamesh’s attacks from the Gate of Babylon and get close enough to him to attack. By enhancing her strength, speed, and endurance to the utmost, she was able to rip out Gilgamesh’s core. However, he reacted by burning her hand and the reabsorbing his card core. Since they were out of options by that point, Luvia collapsed the tunnel on Gilgamesh and the group retreated. However, Gilgamesh escaped using his spaceship Vimana. The group were discussing ways of dealing with him when they were found by Caren Ortensia, a nun serving as the representative of the Church in dealing with the cards as well as Bazett’s partner. With Caren’s help, the group prepared for the final battle with Gilgamesh. However, Bazett was left on the sidelines as Gilgamesh called up the corrupt Grail, merged with it, and tried to destroy everything. Finally, she witnessed Illyasviel Von Einzbern use both Kaleidosticks to free Gilgamesh and Miyu from the Corrupt Grail. However, before they could celebrate, Miyu was kidnapped by two mysterious women. An explosion ensued, taking everyone present in the forest into an alternate universe where the Holy Grail War rages under eyes of the Einzhaus clan.
Edited 2012-12-25 02:00 (UTC)
answerer_sword: (Default)

2/?

[personal profile] answerer_sword 2012-12-25 02:01 am (UTC)(link)
Personality:
Bazett is a serious and hardworking individual with a strong sense of justice. She is loyal to her superiors. Harsh and almost masculine in her manner, she is also extremely single-minded. She will use any means necessary to achieve her mission and refuses to let anything get in her way. Her determination sometimes approaches insanity, as she is willing even eat the grass off the roadside when deprived of funds, but still on her mission. She is highly confident in her physical abilities, with good reason. Often, she defines her usefulness to others based on her physical powers, at one point even saying her specialty was "kicking people's asses" during a job interview. The combination of single-mindedness and high levels of physical endurance makes her an implacable opponent. Though she slightly resents Rin and Luvia for taking her original mission from her, she tries not to let the resentment get in the way of her duty. She was willing to ally with them in order to complete her mission. Bazett also tends to be rather short-tempered, but she will listen when provided with a good reason. Again, she put aside her rivalry with Rin’s group when told that there was an Eight Card interfering with Fuyuki’s ley lines and openly allied with them to defeat Gilgamesh. Despite her violent tendencies, she believes in ending things as quickly as possible so that no innocents will be involved. She repeatedly warned Rin and Luvia and their students to give up before she needed to injure them.

Despite her harsh exterior, Bazett does have a soft side. Although she will never let it get in the way of her mission, she has retained some of her childhood fantasies. A lonely and reserved child, she idolized the hero Cuchulainn, but wished she could save his from his sad fate. In Fate/Hollow Ataraxia, this became her reason for participating in the Grail War. However, since during this timeline, the Holy Grail was dismantled, she never had a chance to summon him. During her two battles against the heroic spirits summoned by the cards, she was forced to fight and defeat a twisted copy of him created by the Lancer Card. She now wishes to be able to meet him again, but as himself and not an illusion created by a card channeling his power. Though rarely seen, she does have hobbies such as drinking, gambling, and playing card games. This was stated in an official character profile. She can be a kind person when not focusing on her mission. Her job has left her little time to socialize and so she has a deep desire for companionship. Still, it is buried by the stoic face that she presents to her enemies and comrades alike. While she has a hard time befriending others, once she trusts them, she does so unconditionally. When she worked with Luvia and Rin, she trusted them to watch her back though they had been enemies just days before.

Her sense of justice is partly tied into her desire to be accepted. In Hollow Ataraxia, which shows information from her past, she fought with her parents to be allowed to participate in mage society. As a result, she feels a need to prove herself worthy of acceptance by her superiors in the Association. Though she is confident with her physical abilities, she is not quite as confident when it comes to her own self-worth. She has lived her life constantly feeling as if the things in her life, and even she herself, would disappear and be forgotten someday. This was what led to her being unable to appreciate anything in her life and drowning herself in old legends.

Other: In her own words, her specialty is “kicking people’s asses”. She is absolutely horrible with modern technology, especially things with buttons. Since she is a magus, there is a potential for strange glitches when she is sending her messages.

Additional Links: main Prisma Illya page
Edited 2012-12-25 02:02 (UTC)

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onlysanechimera: (Default)

Zelgadiss Graywords | Slayers | Reapplication

[personal profile] onlysanechimera 2012-12-26 12:42 pm (UTC)(link)
Player nickname: Hank Morgan and/or Matthias
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Way to contact you:
Email: icemaster0206@earthlink.net
AIM: MatthiasWave (not often on)
Plurk: [plurk.com profile] matthiaswave
Other: LJ at [livejournal.com profile] matthias_wave - fair warning, AIM and LJ aren't often used
Are you at least 15?: Y
Current Characters: Jak, Pretty Butterfly, Leila

Character: Zelgadiss Graywords
Fandom: Slayers (primarily TV show rather than novel version)
Character Notes:
History: Zelgadiss's parents are dead; they were killed by Rezo the Red Sage, Zel's great-grandfather, but Zel never found this out. Rezo practically raised Zel, and he became both an expert swordsman and a skilled sorcerer, working with Rezo and a group of humans and beastmen who traveled about doing good deeds as Rezo used his legendary skill in white magic healing the sick.

Unfortunately, Rezo used the pretext to gather supplies for experiments, fixated on healing his own blindness to the exclusion of all else, the one ailment his magic had never been able to cure. Around the time Zelgadiss was 16, he was experimenting with the creation of chimeras. Zelgadiss, seeking to help Rezo do good to the very best of his ability, begged him to use his magic to grant him more power, and Rezo obliged - transforming Zelgadiss into a chimera by infusing him with the power of a golem and a blow demon, enhancing his strength and speed, increasing his ability to use magic for extended periods, and making him nearly indestructible. The side-effects, of course, involved no longer looking human, but with the knowledge that they were helping people and the support of the friends he'd made among Rezo's underlings he was able to work past his misgivings. At least until he found out about the rest of Rezo's chimera experiments, and all the rest, and saw him for what he really was.

He continued to work for Rezo a while after that, though without much of the enthusiasm. FInally, Rezo ran out of options and began to seek out the Philosopher's Stone, the power of which would allow him to remove the shard of the demon lord Ruby-Eye Shabranigdo that had been sealed in his blind eyes. It was here that Zelgadiss found the opportunity he was looking for - he would take the Philosopher's Stone for himself and use it to boost his own magical power, enough to take out Rezo in revenge for his wrongs and undo the spell that had made him into a chimera. There was just one wrench in the plans… while Zolf, another of Rezo's underlings and one of Zelgadiss's close friends, infiltrated the Dragon's Fang bandits who were in possession of the Stone, they were taken out and the Stone appropriated by a sorceress called Lina Inverse…

From there, Zelgadiss's life spiraled rapidly out of control. As Lina continuously foiled both his plans and Rezo's, he was forced to join forces with her and with her companion, master swordsman Gourry Gabriev, and they eventually wound up fighting together against Ruby-Eye when he was unsealed and took over Rezo's body. After Ruby-Eye's defeat and Rezo's death, Zelgadiss and Lina parted ways; his friends were dead, and he was left with only one purpose - finding a way to make himself human. He wandered for a while, seeking out whatever relics he heard rumors of that might give him the power to undo a spell cast by one of the greatest wizards of the age, but he was diverted by a wanted poster, drawing the killers of Rezo to the city of Sairaag. It was a trap, laid by Rezo's follower Eris and a clone Rezo had made of himself who was determined to do what Rezo could not - kill Lina Inverse. It was here that he made the acquaintance of another companion Lina had acquired, Amelia, the daughter of the crown prince of the powerful kingdom of Seyruun.

He next met Lina when the kingdom of Xoana put on exhibition a manuscript of the Clair Bible, a sacred text of unimaginable magic power. The exhibition drew Lina in due to a sorceress's natural curiosity about powerful magical artifacts, Amelia as an envoy from Seyruun, and Zelgadiss in hopes that the Clair Bible held secrets that could return him to his human form. After the manuscript's destruction by the mysterious priest Xelloss, the four of them (as Gourry was still accompanying Lina around) wandered for a while in search of other manuscripts - again, Lina after mystical power and Zel after the secrets of chimeric creation and, hopefully, its reversal. They became embroiled in a plot by two of Ruby-Eye's lieutenants to destroy the world with the power of Lina's ultimate spell, the Giga-Slave, which very nearly succeeded and very nearly took Lina's life even in failure. After that little debacle they went their separate ways again, only to be recruited once more by Filia Ul Copt, a golden dragon in the service of the dragon gods who opposed Ruby-Eye and his mazoku servants. She'd recruited the ones who killed Ruby-Eye and his lieutenants in order to stop an invading threat from another world, a process that ended in the near-complete destruction of the golden dragons as they attempted to sacrifice another world for the safety of their own - a sacrifice Filia refused to make.

He once again parted ways with Lina, Gourry, and Amelia, but finally returned to Seyruun and briefly entered the service of Prince Philionel El Di Seyruun, Amelia's father, as her bodyguard, because of worrying political developments with the kingdoms of Ruvinagald and Taforashia and their relation to a certain mutual acquaintance. Still, though he and Amelia have become close friends with each other and with Lina, it's likely that he may eventually plan to strike out again, searching once more for a cure...
Personality: Zel is generally a serious and driven man. His overriding goal is to find a cure - he's given up on possible leads before, but only because the lives of his friends or the safety of the world were threatened (often both at once). He tends to respond to dangerous situations with aggression and calculated force, a skilled tactician on the small scale as well as an impressive fighter in his own right. He's been known to be somewhat cold-blooded (at one point he earned the monicker of "heartless swordsman"), especially in combat.

Less serious situations tend to be met with exasperation and sarcasm, especially when they delay his search for a cure to his condition. Despite this, though, once he makes friends he values them deeply - putting Lina, Gourry, or Amelia against a potential cure causes him a serious dilemma, one usually decided in favor of his friends, and one of his lowest points was when Rezo killed Zolf and Rodimus, his closest companions while working for the sage. He's softened a little since Rezo's initial betrayal and the loss of his companions among Rezo's henchmen, thanks to the passage of time and the influence of his new friends.

He's cynical much of the time, but it's fading as he finds people who accept him despite his monstrous appearance (the community, and its acceptance of far stranger things than chimerae, has helped this along quite a bit as well, and has let him grow less reclusive over time). Being taunted or suspected because of his differences is still sure to raise his ire, but he tends to stay cold and calculating… until he doesn't. Moments when Zel truly goes crazy are far rarer than they are for most of his companions, but when insanity around him and stresses build up to the breaking point, he can get just as violent as Lina (he threatened at one point in canon he hasn't reached yet to flood a valley in hopes of flushing out someone who he thought held the key to his cure, and regularly beat up (or at least tried to beat up) Xelloss when his antics led to false leads.
Other: This is Zel with his previous DDD CR intact, however I'm rewinding certain aspects slightly - the abortive attempt at a canon update is getting rewound. Also, unless the mods object, I'd like to have had him revert to a chimera after the brief "interruption" of community contact. Part of my problem with him recently seems to have been a lack of things to do with him as well as my general slackness.
Additional Links: Zelgadiss on KanzakaDex, which is a wiki about Slayers (and Hajime Kanzaka's other works)

First Person (entry type): You know, you'd think moving into a place wouldn't be so exhausting. I've spent most of my life moving around almost constantly, but settling into the palace is different. Maybe because it's going to be a lot more permanent than anything for a long time.

… Or maybe it's the 'help'. I'm not used to servants trying to help me or even do it for me. It's not like I'm some noble myself. And I can hardly get things arranged how I like if someone else is doing it; they can't read my mind, after all. At least I hope not. Unless another of Philionel's relatives has decided to take the succession into his own hands again.

Either way, it's been a long day. And I still haven't really gotten used to the idea that I'm going to be here a long time. Months, maybe even years. I don't know if years would be lucky for me or not. Anyone else out there feel like this? Wanderers who've more or less settled down?

Third Person: "You must be kidding." Zelgadiss dropped his spoon, looking down with an expression of loathing at the bowl in front of him, and reached for his glass to wash away the taste of what the menu had claimed was seafood stew.

He didn't take food quite as seriously as Lina and Gourry, but he did expect his food to be edible. He seemed to recall that leading to an argument about dining arrangements at least once - they'd wanted more food, he and Amelia had wanted better food. This, on the other hand, was just… foul. He beckoned to the waiter, his face hard and cold. "I'd like to speak to the cook, if I may."

"Ch-ch-chef, sir. And Chef n-never speaks to customers, sir," the terrified waiter replied. His monstrous appearance did have occasional upsides - he could be very intimidating when he wanted to be.

"I would like to speak to the cook," Zel repeated, emphasizing the last word a little. "In private, if possible." He was going to try to be polite about it, at least in public; he wasn't going to tell the waiter his opinion of people who insisted on being called 'chef' even when their seafood stew tasted like they'd dredged the bay and boiled it. If anyone else had the misfortune to order that dish, well, that was their own lookout. Call it a learning experience. Maybe this city had a guild of cooks or some such organization he could talk to about this… surely they must have some sort of standards.

He nodded in satisfaction as the waiter scurried off, sipping his tea. That, at least, was drinkable, if a little strong - but he'd asked where the sailors ate breakfast for precisely that reason. Perhaps he should have thought about the sailors' standards a little. A learning experience for him, too, he supposed. In any case, perhaps the restaurant could come out of this a little improved; if not, he'd know not to eat here again.
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[personal profile] irrigo 2012-12-27 10:55 am (UTC)(link)
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recured: ([ zkc ] iyaaaaa)

HARUHI SUZUMIYA | THE MELANCHOLY OF HARUHI SUZUMIYA | SEMI-RESERVED (?)

[personal profile] recured 2012-12-28 12:03 am (UTC)(link)
Player nickname: Aya
Player DW: [personal profile] recured
Way to contact you:
Email: lessthananemail@gmail.com
AIM: isthisreallyanaim
Also, private messaging my Dreamwidth account works as well.
Are you at least 15?: Naturally.
Current Characters: None as of right now.

Character: Haruhi Suzumiya
Fandom: The Melancholy of Haruhi Suzumiya
Character Notes:
History:

For a very long time until late elementary school, the girl known as Haruhi Suzumiya considered herself as a special girl who had very special friends, and even lived in a special place called Nishinomiya, Japan.

However, all of that changed when the fire nation attacked when her father took her to a baseball game. Sure, the young girl (at the time, anyway) wasn’t all that interested in the game, but once she went to the stadium, she noticed that there were a bunch of people at that game. So she asked her dad, “How many people are here?” And the answer devastated her - the amount of people at the stadium was just 1/2000th of the entire population of Japan, and she was only a single person within that group.

That’s when she realized the fact that she wasn’t special at all; the things she was doing was the same as everyone else in the whole world. Brushing your teeth, going to school, having fun with her friends, going to bed, etcetera. She then asked herself one important question: “Why am I not the one who’s special?” After all, she knew that she wasn’t doing anything special. However, she thought that somehow, someday, she’d find someone who is.

Which is why she changed in middle school; becoming the girl who she is today.

Skip forward to middle school. There aren’t many relevant things in this timeline except for one very important date that Haruhi will always remember.

Tanabata, three years ago.

On that day, Haruhi Suzumiya snuck in (she stole the keys beforehand) into East Middle school along with a boy who carried a girl on his back. That boy (who is actually ‘Kyon’, a North High student who time travelled to this point in time) called himself ‘John Smith’ and he assisted her with drawing these strange Nazca-like symbols that was a message to Orihime and Hikoboshi, written in an alien language that says: “I am here”.
She then asks the boy several questions regarding whether he believes aliens, time travelers, espers, and sliders. He says yes to all of them - except for sliders, since he’s never seen any.

Haruhi leaves, but soon hears words that she will never forget. “Cheers to saving the world by overloading it with fun with John Smith!”

And then Haruhi Suzumiya, soon enough, enters high school.

On the first day of high school, she introduces herself as a girl who’s looking for aliens, time travelers, espers, oh, my! and sliders. And if anybody at North High fills one of those roles, they should come and see her.

And that introduction left an impact on the boy sitting behind her. A boy who goes by the nickname of ‘Kyon’.

Because of that, however, Kyon starts speaking to Haruhi and an idea sparks up. She decides to create an unusual club, meant for searching for the supernatural. And the name of said club? Save the World by Overloading it with Fun with Suzumiya Haruhi; otherwise known as the SOS Brigade.

So Haruhi Suzumiya starts making a ruckus with her brigade and her fellow brigade members; Mikuru Asahina, the lolita, big-breasted time traveler; Yuki Nagato, the quiet bookworm who’s actually a humanoid interface (in English terms: an alien); Itsuki Koizumi, the yes man who’s part of an esper squadron, and Kyon, the only normal guy.

But there’s one catch. Haruhi Suzumiya has no idea that Mikuru’s a time traveler, Yuki’s an alien, and Koizumi’s an esper.

Personality:
Note: There might be some trigger-y things in this section. You have been warned!

Haruhi Suzumiya is, well, Haruhi. It’s impossible to describe her as anyone else, and the SOS Brigade knows that all too well. After all, this unique girl has many traits to her that make her a character who nobody can possibly forget.

This girl is the type of person who always does what she wants and doesn’t care what anyone else thinks. After all, we’re talking about Haruhi Suzumiya, the girl who blackmailed the Computer Society into giving her a computer through a picture of the president and all his lackeys ‘gang raping’ Mikuru; the girl who took the literary clubroom as her own clubroom without hesitation.

However, there is one person who she cares about, whether it be consciously or subconsciously. And that boy goes by the nickname of ‘Kyon’. When Haruhi and the others were making a no-nonsense movie, she actually asked Tsuruya (one of Mikuru’s friends) to slip tequila into Mikuru’s drink to “improve her acting”, though that led to a horrible fight between the duo. Time and time again, though, Haruhi (as implied by Koizumi) has always believed in Kyon, thinking that he’ll either follow her orders blindly or forgive her whenever she does something wrong.

Of course, she puts this same trust with the rest of her brigade, even though it may be to a lesser extent. To Haruhi Suzumiya, they are like family; the only friends that this girl has ever had in a very long time. And even though she doesn’t know it, but it’s the SOS Brigade that’s giving her humanity back, making her a better person.

Another thing to note is that Haruhi believes that love is a mental illness and that anyone who is in love is pretty much sick and unhappy. Of course, she’s not the type of person who would interfere with another person’s love life, though.

Long version short: Haruhi is a girl who wishes for something strange and exciting to happen; basically, it’s something (practically anything, really) that’s not part of the norm; anything abnormal. After all, that’s the sole reason why she created the SOS Brigade in the first place: not for other people, but for her own selfish reasons. And those reasons are to find aliens, time travelers, espers, and the like and play with them. After all, she wants a world that’s more interesting!

Other: Haruhi’s existence in the world is ‘special’, in the most literal way that you can possibly think of. Even though the various SOS Brigade members consider Haruhi Suzumiya’s latent abilities in different ways (Koizumi says Haruhi created the world and subconsciously changes it to whatever she wills for it to become, Mikuru thinks the opposite), I, personally take Koizumi’s view (sans the whole ‘Haruhi created the world’ bit) and consider Haruhi’s special ability to be that she can change the world around her by subconsciously thinking of it.

On another note, Haruhi uses the word ‘totally’ (in Japanese, it’s “ ぜんぜん”; zenzen) a lot, at least according to Kyon, anyway.
Additional Links: Wiki page.

First Person (entry type):

( The young brunette turns on her video camera, giving a mischievous grin, even though her face is way too close. She then gives a light giggle before taking several steps back, allowing her full body to be seen, her hands on her hips as she looks quite confident. )

Ahem.

( She makes a fake cough onto her closed fist before putting her hand back on her hip, redoubling her grin as she nods.)

Anyway, New Year’s is coming soon for the community, isn’t it? Do you have any plans for New Year’s eve? Or perhaps, you do have plans, but consider them to be the most boring thing in the world? Or maybe you go by the nickname of ‘Kyon’!

Then don’t miss the SOS Brigade’s “New Year’s Eve” bash! It’s going to be the biggest party of the year, you betcha! And if you don’t come, then you’re just no fun, really. ( The girl shakes her head, almost like a disappointed mother. ) It’ll be held at Kyon’s house, and if you plan on coming, I’ll give you the address in a heartbeat!

Oh, right. If you are coming, you better bring something exciting; whether it be a kraken, a kappa, a pegasus, you name it! We’re going to make this the best party that you’ve ever been to, and if you say otherwise, I’ll make sure that you get the death penalty ten, no, five million times over, got it?

Third Person:

Whirl, whirl.

The sounds of the brigade’s computer turning on ran through the girl’s ears as she placed her closed fist on her cheek, her eyes glancing at the screen impatiently. Sometimes she really hated technology.

Sure, the advances of the twenty-first century were good and all, but the computer sometimes took forever just to boot up, and she hated that. But just as she heard the knock on the door, the computer’s desktop screen came to life, making Haruhi look like quite the happy camper for a few seconds before she pouted, clearly hating the interruption.

It was possible that it might have been an actual visitor, after all. Kyon had put posters everywhere for the brigade; though it was done without her explicit permission.

Whatever.

“Come in!” Haruhi spoke with an energetic voice as she took a quick glance at the door before handling the mouse on her right side, using it to do various things on the computer before the door opened, revealing the person who she wanted to see least.

Kyon.

Guess it’s time for another lecture on reasons why fellow brigade members should not knock on doors, especially when they’re not visiting the all-important SOS Brigade.
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[personal profile] irrigo 2013-01-01 01:27 am (UTC)(link)
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pinkhatwishing: (Default)

REAPP: Timmy Turner Fairly Odd Parents

[personal profile] pinkhatwishing 2012-12-28 05:39 am (UTC)(link)
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[personal profile] irrigo 2013-01-01 01:24 am (UTC)(link)
Approved! Please follow the instructions below:

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Additionally!
» We have an Activity Check at [community profile] dramadramaduck every two months and the next one is in January. Because your application was accepted in December, you will be exempt from the Activity Check.
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iwannabethegirl: (Default)

Sakuri Kukenai / Demonophobia / No reserve

[personal profile] iwannabethegirl 2012-12-29 06:15 am (UTC)(link)
Player nickname: Steam
Player DW: steamrollerssolveall
Way to contact you: By AIM is best, I use "Wyverncakes"
Email: seed.d.cagalli@gmail.com
AIM: Covered above. I can also be reached through Wyvernpies
Plurk: Don't have one
Are you at least 15?: Yeah. I'm in my twenties
Current Characters: None

Character: Sakuri Kunekai
Fandom: Demonophobia
Character Notes:

History:
Very little is known about Sakuri's life prior to the start of the game. We know she lives with her parents and has a younger sister named Emi, and she apparantly wasn't very popular or at least was picked on a lot... which leads directly into the events of the game.

Through some way or another, Sakuri came across information regarding a powerful demon who would respond to people's requests for it to strike down those they wanted it to. Young and impulsive, Sakuri found this as the easy way to get revenge on all the teasing she'd been on the receiving end of. And thus the ritual was set.

(Note: we only find this bit out at the very end of the game)

We're not sure exactly what happens right afterwards. At the start of the game Sakuri comments that she has no idea how long she's spent trapped in her current environment; a dark labyrinth filled with deathtraps and monstrous abominations. Death happens with surprising regularity in the game. It's crammed full of Fuck You moments where you're killed out of nowhere by something you couldn't have possibly seen coming. The most infamous (and earliest) of these is the Loli Puncher. You go and pick up an item, start to leave the room you're in, and suddenly a giant, skinned humanoid demon grabs you by the throat and beats you to death with its bare hands.

At any rate, early on in the game Sakuri meets a small, benign demon named Reese who helps explain her situation to her, as well as telling her that a way of escaping the labirynth can be found in its darkest recesses, which can only be reached by defeating the sevon most powerful demons (named after the Seven Deadly Sins) in the labyrinth. To be fair, the majority of these battles boil down to "evade the monster and escape", though there's a few encounters that actually involve Sakuri fighting back in one way or another (as pathetically as many of these ways are). At one point it even seems like she's escaped and returned home, only to find out that the labyrinth changed its appearance to mimic that of her home, complete with her mother being a knife-wielding, many-eyed monstrosity that wanted to eat her.

In the final part of the game, Reese is killed by last of the demons that has yet to be "defeated", a not-Pyramid Head known as Lucifer/Pride. Sakuri nevertheless defeats Lucifer first by activating a pair of environmental traps, then luring Lucifer to fall victim to them, and then destroying Lucifer's still-living spine in a very uphill battle. With Lucifer's defeat, Sakuri is able to enter the deepest parts of the labyrinth...

... Only to discover that Reese is there. In fact, Reese is the demon she tried to summon before being brought here, and all her trials and tribulations were nothing more than the ritual required for Reese to enter the human world. Not only that, all the deaths that the player experiences in the game ACTUALLY HAPPENED. The labyrinth does not let those it tortures off so easily with death, and can/will revive those that are killed so their torture can be eternal. Reese had been erasing Sakuri's memories of those deaths, and he also comments that she is the first person to ever be able to reach this far, with everyone else that came before her giving up in the attempt.

Sakuri, however, refuses to let Reese escape into the human world, and because she was still wearing her hair clips (no, seriously) she was able to narrowly defeat Reese in battle and thwart his escape into the human world. Unfortunately, it's a very, very small victory since death is impossible in the labyrinth and Reese revives once more, commenting that it'll only be a matter of time before someone tries the ritual again and he has another chance at escape. And as for Sakuri? Well, escape for her was impossible from the beginning. Even stopping Reese's attempt doesn't grant her any kind of repreive, and as a last "fuck you" to Sakuri, Reese restores the memories of all the deaths she experienced before leaving her to her own devices. And that equates to last seeing Sakuri being cornered by hordes of monsters, eager to mutilate her body again and again.

The game ends showing that an eternity and a half later, someone else has entered the labyrinth.

Personality:
Sakuri is a sad girl, trapped alone in an uncompromising hell. As expected, her strongest driving factor is just a desire to be free and return to her family, and getting back home is what occupies her mind most of the time and what she vocalizes a lot. That said, she has a very low tolerance for what she won't freak out about. Then again, considering what the labirynth throws her way that isn't something I can really hold against her. Exactly one time in the game does she ever really grow some metaphorical balls and talk tough; even the couple of times that she directly and decisively beats one of the demons in battle she doesn't stop and say anything badass.

It can be inferred through various things said, especially near the end of the game, that Sakuri was pretty much an average girl of her age, aside from the fact she tried to resort to an occult ritual when teasing got too much for her. When it's brought up at the very end of the game though, she still makes it clear it was something she regrets wholeheartedly and that she values her own freedom than revenge on whomever it was that slighted her.

What makes Sakuri stand out, however, is the crap she's willing to put up with if there's a chance of salvation for her or anyone she views as a friend. The drive to escape is so strong that she powers through a lot of things that could and probably would shake up ordinary people. Hell, Reese even comments that of all the people who ever were brought into the labyrinth, she was unique in that regard. And the reason for this is hope. So long as Sakuri even has the slightest shred of hope for rescue, she will not give up. Even at the very end of the game after the truth is revealed, in her moment of greatest despair, her biggest priority was to just stay alive. That said, the destruction of hope does still do a tremendous number on her. Sakuri does not respond well when her seeming escape from the labyrinth turns out to just be a ruse, and when Reese broke the truth to her about escape being impossible she was in denial about it.

Unsurprising, considering her environment, Sakuri is immensely appreciative of even the slightest bit of help from another being. Early on when Reese seems to be an ally, she feels pity for him being in the same situation as her and she vows to find a way to escape so they both can. Additionally, in one of the more gorey deaths in the game at the hands of Lucifer, the demon seemingly relents from harming Sakuri after she begs and pleads for it not to kill her. All it takes is that brief repreive for Sakuri to start to think of Lucifer as a "good guy" and that she shouldn't judge books by their covers, right when she's killed mid-thought by Lucifer cutting her in half vertically. It goes along with the hope thing as mentioned above; she will cling to the smallest glimmer of hope there is and try to be positive whenever things improve even slightly.

One other thing that sets Sakuri apart is resourcefulness. This is not a girl you want to be giving even the smallest of fighting chances to, because she is going to kick you ass. She kills Belphagor, one of the largest demons in the game, by throwing orbs of medicinal herbs at it. She kills Asmodeus's first form with a dinky little dagger. She tricks Lucifer into falling into traps meant for her and then destroying his spine using very weak magic spells derived from those traps. To say nothing about beating Reese because she still was wearing hairclips... though if I would explain the gameplay events in story terms I suppose you could say she was siphoning off the residual magic in the environment that Reese had expended trying to kill her and using them to charge spells of her own. The hairclips still played the key role in all of this.

Other:
Because of the mechanics of the labyrinth, Sakuri is immortal in the sense that after every death she will be resurrected. Reese claimed to be responsible for this and that the labyrinth only stops people from dying (meaning they could spend an eternity as mincemeat), but that doesn't account for how Reese himself is resurrected after dying (twice!) or how Sakuri herself is resurrected on the off-chance that you lose the fight against Reese. Which you probably will, because of how balls-crushingly difficult it is. She's also not going to have actual *memories* of her deaths until the event where Reese reveals his treachery (which will ideally NOT be the final part of Sakuri's tale in DDD). In the name of convenience, I'm willing to play fast and loose with the timescale for anyone that enters the Demonophobia world, though I really do want to keep time dilated at least for Sakuri.

As for how she communicates via internet, I had the idea of her having like a "ghost" computer. Something that the demons cannot interact with. Considering how important the hairclips are, might as well say they provide her with that computer too. The internet access will also record all of her deaths too, which is going to be astronomical on account that a single instant in the real world equals an eternity in the labyrinth. So in short, Sakuri will KNOW she's immortal but she won't have any actual memories of those deaths to weigh her down emotionally. I imagine that she'd even have a "vlog" as it were whenever she reaches a safe spot in the labyrinth... but considering the time dilation effects, I imagine that there would be a tremendous backlog for people to try to keep up with.

Regarding world-hopping, I figure Sakuri can world-hop (through outside assistance, of course) in an attempt to escape the labyrinth as much as she wants. The catch is that these are temporary fixes for her situation and she will be pulled back, kicking and screaming most likely, sooner or later. Essentially, she can world-hop under her own power, but only BACK to her home universe. The inverse can also be true for the sake of RPing; people can freely world-hop into the labyrinth, but because of how they enter it, the labyrinth will eventually "eject" them. I'll leave it to the discretion of other players when that happens though.

Also, I was figuring that after the "finally kill Lucifer" event, Sakuri's able to keep the Undine and Salamander powers she has. It's not much, just very weak, single-target fire and ice spells. Still, there's no real explanation for why she loses them in the game. Also, just because they're extremely weak doesn't meant she won't be able to think up multiple ways of implementing them.

Any "mature" sequences with Sakuri will be behind a cut, and there will be permission posts with her as well.

Additional Links:
http://sanityisreallyoverrated.wordpress.com/2012/01/07/demonophobia-walkthrough-part-1/ <- The English is a bit wonky, but it's a fairly in-depth walkthrough of Demonophobia, complete with the script translated and a number of the deaths shown.

First Person (entry type):
I know I say this so often, but I really mean it. Everyone out there that's helped me in any way, even if it's just a little, even if it didn't work out in the end... thank you. Thank you so much. And I know I'll never ever be able to repay you for everything, b-but I can still say thanks and...

[Her voice trails off as she looks down at the ground.]

I checked my computer's dates today. If it's not lying, then I've been here a million years. That makes it my millionth "birthday" doesn't it?

... I don't want to be a million years old. I just want to see my family.


Third Person:
The soft, pitter-patter of her shoes striking the ground barely registered in Sakuri's ears. It was the same for her very audible breathing. All that concerned her was the massive, lurching, yellow-clad figure dragging gunsekf after her and the very sharp axe that it had in his hands. Lucifer's limp belied his speed, which Sakuri already had learned the hard way. Multiple times in fact. When you didn't see someone for hundreds of years, sometimes you forgot about details like that.

"Keep moving... find something... like a hole or-or something!" It was all Sakuri could do to encourage herself to keep going. Stopping meant death, moving meant at least the chance of finding some form of salvation, be it an opening too small for Lucifer to pass through or, well, "something".

The labyrinth granted her... a dead end with a rusted door. Any port in a storm. "Pleasebeopen!" Sakuri cried as her hand reached for the handle, turned it, and then pushed with all her strength. The door creaked open just as Lucifer's axe came slashing down, and Sakuri charged forward before slamming the door shut behind her and locking it. It was barely a repreive, and Sakuri knew that. The demon was still out there, maybe even debating if his axe would still be in working order if it was used to smash down the door.

Was Lucifer even intelligent enough to bother with something like that though? Sakuri didn't know for certain, and it took her only another moment to realize how there were better things she could use this time for. And first and foremost: finding a place to hide.
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