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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!
lil_tanuki: (Default)

Re: Hayate Yagami | Magical Girl Lyrical Nanoha

[personal profile] lil_tanuki 2012-12-14 06:47 pm (UTC)(link)
Personality: Hayate is a multifaceted character, portraying several traits that distinguish her from various people. At the core she is a sweet girl with the need to have a family, a need created out of her illness as a child that crippled her legs and with no parents of her own. The arrival of her Knights and their actions to cure her, had infused Hayate with hope, and she became inseparable from her family, as well as becoming one of the famous Aces with Nanoha and Fate. She loves to read books, having grown up with them, and hates feeling helpless to do anything. Even as a child when her legs had given out on her, she insisted on cooking and cleaning for the family.

Over the years Hayate grew into a desk jockey, able to multitask work that requires long tedious hours. Her maturity is only stemmed by the fact that she sometimes acts like an irresponsible adult, playing jokes, making mischief and groping people. In Sound Stage X, it is implied that Hayate is a chronic groper and habitual pervert. This, stemmed with her need to dress people up in costumes has given her an outlook that blends fun with responsibility.

She is definitely a motherly type, and loves her family dearly, having raised them from mere knights to proud members of the Yagami Household. Anyone who has managed to win her heart becomes immediately beloved as a member of her dearest people, and she goes out of her way to enrich their experiences in life. She loves keeping the girls in her family dressed up and pretty, while teaching them about life and things such as cooking and cleaning, no matter how bad they are at it (Shamal).

On the battlefield, Hayate is nearly useless unless she has Reinforce to do the calculations for her, or a team of people preparing the aim of the spell. She is the equivalent of a nuclear weapon, only deployed when you really want something blown up good. She admits this in the manga, citing that she'd prefer to be behind a desk instead of out in the field. Her sense of duty and responsibility is well separated from her daily home life, but if Hayate could have it her way, she'd rather keep everyone safe with the actions of others.


Other: > http://nanoha.wikia.com/wiki/Hayate_Yagami#Powers

Hayate's spellcasting power is, as indicated a SS level, which has been augmented by her Linker Core merging with the Tome of Azure Sky, and will be adjusted accordingly during the course of regains. Her spells and abilities are indicated as such, and while she has limitless potential, her powers suffer from bad aim and difficulty to multitask. At the level of it, one of her big spells, Diabolic Emission can easily wipe out a mountain if used.

She also sports a Knight Armor which is the last line of defence for protection, and will regain this piece of equipment back as well. Her spells are all critically destructive on the outset and will be regained one at a time. Equipped with shields and flight spells, Hayate is the last line of offensive power on the battlefield, but the first to leave due to her inability to handle the enormous amount of power that she wields without aid.

Additional Links: http://nanoha.wikia.com/wiki/Magical_Girl_Lyrical_Nanoha_A%27s
http://nanoha.wikia.com/wiki/Magical_Girl_Lyrical_Nanoha_A%27s_THE_COMICS
http://nanoha.wikia.com/wiki/Magical_Girl_Lyrical_Nanoha_StrikerS
http://nanoha.wikia.com/wiki/Magical_Girl_Lyrical_Nanoha_StrikerS_THE_COMICS
http://nanoha.wikia.com/wiki/StrikerS_Sound_Stage_X
http://nanoha.wikia.com/wiki/Magical_Girl_Lyrical_Nanoha_ViVid
http://nanoha.wikia.com/wiki/Magical_Record_Lyrical_Nanoha_Force
http://nanoha.wikia.com/wiki/Hayate_Yagami

It should be noted that the history provided is a general one, and only skims the comics as well but there is a incredible wealth of information within them.
lil_tanuki: (Default)

Re: Hayate Yagami | Magical Girl Lyrical Nanoha

[personal profile] lil_tanuki 2012-12-14 06:47 pm (UTC)(link)
First Person (entry type): Been looking at everyone lately. Their fashion sense I mean. So I'm going to jot this down to make sure that I can figure out what to do with them. Everyone's got various cute outfits but I think they could definitely benefit from a seamstress's eye. After all my own kids do so.

Checking things out should take time, and I should make sure that I don't need to go over my notes too much. I wonder if I should visit these worlds. I'm sure a private shuttle can get me to their dimension fairly easily if need be. The happy part of being a General is making your own hours.

Vita'll probably ask to bring her along, but at least it should be good to visit sometime. And it's not like I'm going to get into a fight. Right?

Third Person: Hayate sighed as she wandered the new world, checking out shops and such. There was a nice blend of colors in this town which she hadn't come to yet, and she was browsing through the stores, getting ideas for her own outfits. Dressed in a normal blouse and skirt, she was making sure that no one pegged her as a out of towner.

"Oh this is cute," said Hayate, fingering the dress as she picked it out of the rack and held it up against the mirror. "Hmm, a little short... but it would make a nice dress for Vita though!"

The thought of dressing up Vita again was definitely something she was looking forward to, and she chuckled maniacally for a moment before clearing her throat. Right, right, inconspicuous. She hoped they took yen here, because it was all she brought. This was Japan, so it wasn't too hard to figure things out currency-wise. At least nothing seemed to be dangerous about this world. It seemed normal by the stretch of the imagination, and nothing that needed the attention of Magical Girl Tactical Nuke, as she had been dubbed once by a smart-ass in Riot 6.

"Shopkeep I need some attention!" called out Hayate, waving her hand. "I'd like to buy something!"

Oh this would be good. Vita would love this. And she saw a sweater for Rein who loved her sweaters.
irrigo: (pic#)

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.
pikapikapikarin: (Default)

Re: PENDING: REVISIONS

[personal profile] pikapikapikarin 2012-12-17 08:11 pm (UTC)(link)
I hope this is good!

====

Hibiki jogged along the shoreline of Kanon Town, keeping her breathing steady. She was very much one of those people who liked to exercise a lot, and her condition showed it. Still, her mind was on the previous fight, with Kanade almost losing faith in herself. She had made sure to convince her that she was doing the right thing, and she paused in her jogging to breathe a little.

"Those other Cures know what they're doing, so I need to do my best too," reasoned Hibiki to herself as she replayed the events while making a turn into the in-roads of Kanon Town. It scared her to know that Precure could lose a lot of their powers if they didn't believe in themselves and yet, to believe in someone was also a strength. She sighed as she turned towards Hummy. "Hummy, what do you think I should--?"

Hibiki groaned and facepalmed at the sight of Hummy just passed out, the Fairy Tones pulling her along. "Silly cat," she grumbled with a fond grin on her face. "All right. We know what to do, and people to call upon if we're in trouble. C'mon world, lets see what you've got! I'll be letting my girls down if I don't make this today!"

Hibiki lowered her fist from her shout as she grinned into the morning sunlight. "C'mon then. I'm going to take everything on, and help my friends out when I can. Count on it."

She briefly wondered if she should let her other friends in on this, since Hummy didn't say anything about keeping her secret a secret, and yet, being a Precure sent a thrill up her spine, like a good game of soccer or something similar. It was exciting, thrilling, and ate into her homework time which she appreciated a little despite her average grades. "Naw," remarked Hibiki to herself. "Can't tell the others about this. They'd never believe me anyhow..."
irrigo: (pic#)

APPROVED

[personal profile] irrigo 2012-12-17 08:14 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 December, you will 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. :)
irrigo: (pic#)

APPROVED

[personal profile] irrigo 2012-12-17 08:17 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 December, you will 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. :)
tranquilrhythm: (We'll make it work.)

Kanade Minamino | Suite Precure♪

[personal profile] tranquilrhythm 2012-12-19 03:56 am (UTC)(link)
irrigo: (pic#)

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: (pic#)

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.
irrigo: (pic#)

alviss ( mär: märchen awakens romance ) ☆ 3/3

[personal profile] irrigo 2012-12-23 06:42 am (UTC)(link)
Personality:
Judging by first impressions, Alviss appears to be the "loner" or "cool" character that is typical of an average shōnen series. He is stoic, and gives an impression of being extremely cold-hearted; he doesn't seem to have much sympathy for Ginta and Babbo when he first meets them, and in fact comes off as very cruel in the way he treats them. Although this isn't his entire character, it is actually the backbone of it - Alviss is the serious member of Team MÄR.

He doesn't joke around or take things lightly, and doesn't have a lot of patience for those that do; he's rude to anyone he perceives as wasting his time, and tends to scold the others often for not taking things seriously enough. He is quick to judge those around him who don't have his respect, quick to condemn everyone, and he's very cynical about people, tending to focus on their worst traits. He's distrusting towards most people, and both his respect and his trust are things that have to be earned through hardship. He is harsh and even merciless in battle. He's willing to manipulate both his enemies and friends to get the result he wants. His usual solemn attitude is most likely a result of his experience in the first War Games, and his understanding of the harsher realities of MÄR Heaven. He is a self-contained person, and seems to expect everyone else to be as well. "I'll fight my own battle," he says, and he clearly believes that others should do the same, even outright telling Ginta to deal with his own problems. He doesn't tell anyone about his Zombie Tattoo, or talk about it after its existence is revealed to his friends - not out of a desire to keep it secret, but because he sees it as his problem and doesn't think anyone else should be involved in it.

As far as social skills go, Alviss' aren't exactly stellar, but that is mostly because he has no desire to improve them. He doesn't care about trivial things, and since socialising will neither win the War Games nor cure the Zombie Tattoo, he feels that he can do without it. He's fairly blunt and rude and doesn't see any problem with it. When Nanashi cooks takoyaki for everyone, Alviss leaves and says, "I don't want any. Anything that looks like that can't be considered food." However, he is actually polite on some occasions; he'll apologise if he knocks someone over (provided they aren't at fault in any way) and he graciously thanks people for helping him on a number of occasions, including some talking rocks.

Alviss is extremely tenacious. After being cursed with the Zombie Tattoo as a child, he had lost the will to continue and wanted to abandon MÄR; Gaira and Alan persuaded him to resist the Tattoo and fight against Phantom, and since then, he has not once given up throughout the series. He is a determined and driven young man, and pushes on through every obstacle that he encounters, even when a situation appears to be hopeless, and even when he has long since reached his own limits. This stubbornness often makes him reckless, as seen in the battle with Rolan wherein he refused to surrender until the very last moment, when he had proven his ability to hit back. It also plays a part in his diligence with training; his tenacity means that he can train constantly without tiring of it, because he simply refuses to give in to his fatigue and stop. It joins with his tendency to scold his teammates, too, because he insists that they train with him, to the point that he outright attacks Nanashi in an attempt to make him train. "Once you say something, you never give in," teases Alan.

Alviss is a warrior first and foremost, who has a great deal of (rightful) confidence in himself and his own abilities, and he carries himself with dignity and pride - to such a point that it can become arrogance. He genuinely enjoys fighting, and he's happy to rise to a challenge. He looks down on most others and treats them with disdain, taunting weaker opponents and mocking his teammates in the beginning, but when someone is worthy of his respect, he feels the need to prove himself to them, which is once again demonstrated in his first fight with Rolan; it is not only his stubbornness, but also his pride that will not allow him to surrender until he has struck back at Rolan when everyone assumed that he was done for. On more than one occasion, he refuses to fight with any ÄRM, both to prove his personal strength and to insult an enemy that he sees as inferior and unworthy of his effort. Respect is the most important thing in order for Alviss to form a good relationship with someone, and he will not speak to them as an equal until they have it. He doesn't judge unfairly, though; he holds everyone to the same standards as he holds himself, which means that what he values most is a strong heart.

Alviss' confidence in himself is not unfounded, because not only is he a very capable warrior, he is also intelligent and very aware in battle situations. Despite his recklessness, he backs off when his life is seriously endangered; he knows his own limits, even if he does like to push them. When he is cornered, he often uses ingenuity instead of brute strength, and he is good at taking advantage of his surroundings. He has an excellent grasp of timing, and can wait an entire fight under a barrage of attacks for the right moment to attack. Rather than jumping into the fray and attacking an enemy senselessly, he will also allow himself to be put at a disadvantage (or a perceived disadvantage) if he must in order to observe and analyse his opponent, so that he can devise the most efficient battle strategy available to him. He also proves to have a very good understanding of people as a whole, often stepping in to explain someone's motivations or thoughts when others fail to catch on.

More than the hardened warrior that he is, Alviss often seems like a noble knight. He really values honour and dignity, in both himself and in others. He loves MÄR despite all of its faults, and he wants more than anything to protect it and its people from any misfortune or malice. He is willing to give his life for the safety of his world. This is why he fights, and it is what fuels his will to continue living even with the progress of the Zombie Tattoo hanging over his head. When he confronts his child self in Clavier, he gives up his wish to remove the Zombie Tattoo, even knowing that it is only a vision - he still feels that this wish is much more noble than his own selfish need, and he reflects on it, saying, "I'm sorry I wasted all of your efforts, everyone. But, if what I'm thinking is right, even if I were to die because of this, it won't be for nothing. This life will gain a meaning."

And it really does haunt him. Alviss is always aware that he is living on very limited time, and he fears the possibility that he could fail to cure himself of his curse; he doesn't want to live forever, to see MÄR and its people suffer and perish over time, and he especially doesn't want to become the same as Phantom, who is cruel and bitter. This pushes his determination to an extreme, because he simply does not have time to waste. However, while it is almost constantly on his mind, Alviss uses his curse to motivate himself rather than dwelling on the past or wallowing in self-pity. When Babbo's Alice form is unable to heal him, Alviss admits that Phantom's death is the only path to a cure, but thanks Ginta for his concern; Jack asks how they're going to kill an immortal, and Alviss just smiles and says that he's sure they'll find a way. This shows not only his determination not to give into despair, but his genuine faith in Team MÄR and the optimism that they give him. Despite this, falling to the Zombie Tattoo is his worst fear, and Alviss outright asks Ginta to kill him if it should progress any further; he would honestly rather die than become immortal.

Although it is usually disguised by his sternness and soldier-like seriousness, Alviss does have a kind heart. He is extremely protective of Bell, who has been his friend since childhood, and does all that he can to take care of her. He is not only willing to sacrifice himself for the peace and safety of MÄR, but also for his friends. He worries about his teammates just like any other member of Team MÄR, despite being less vocal about it and more understanding of the dangers they have to put themselves into for the War Games - and when they worry about him, he tries to brush off their concerns and reassure them with optimism and confidence, whether it is genuine or fake. Even when he is under the influence of the Zombie Tattoo, he uses the last remaining shreds of his sanity to beg them to run, because he would prefer that they leave him behind than get hurt by him. Becoming friends with Team MÄR does cause him to open up a little, too, and they leave an impact on him. After becoming closer to Nanashi in the Training Gate, he even tries to take Nanashi's advice and relax a little, and he shows a more playful side, willing to joke around with him.

He has a lot of fearlessness and bravery, and in fact, Alviss is only ever shown to fear two things in the series: the effect of the Zombie Tattoo, and losing the things he has vowed to protect. He never backs down from a fight, no matter his opponent. He is willing to walk right into Phantom's castle and pretend to be under the influence of the Tattoo, knowing Phantom's intentions and the danger of being stranded in the middle of Chess Piece territory - although this also showcases both his intelligence (a plan relying on talented manipulation) and his recklessness (he is willing to do anything to get his chance at killing Phantom once and for all). Even as a child, Alviss was courageous beyond the norm; he stood amidst the bodies after the massacre of the Cross Guard and screamed at Phantom to stop killing his comrades, and it is this bravery that Phantom took an interest in.

But it is also Alviss' rage that Phantom enjoyed. The look in Alviss' eyes following the massacre could be called nothing less than murderous intent, and to this, Phantom remarks that Alviss "has good eyes". Alviss is capable of a frankly frightening rage, and with his tenacity and recklessness it is a dangerous combination. Unlike Dorothy, however, who annihilates her enemies, Alviss has never killed an opponent in the war games; his honour and his respect for life prevent him from doing so, and he considers unnecessary death to be "monstrous". This means that, while he does fight without compassion for his enemy, he has a capacity for mercy in that he will not take a life - and this even applies to Phantom, once he has changed towards the end of his life. As soon as Phantom shows Alviss kindness, Alviss finds himself unable to land the killing blow, and he hesitates to such an extent that Phantom has to take his hand and help him.

His experiences after the War Games - the progression of the Zombie Tattoo, his exposure to Phantom's loneliness, his ensuing conversations with Rolan, and the kindness he receives from Phantom just before killing him - all help Alviss to develop, and give him a strong sense of closure. Because of his close brush with immortality and the incident in Clavier, he develops an even greater respect and understanding for life, especially for his own - something which will have meaning, even in death. While he had previously been driven by a desire for revenge and his desperate need to save himself from immortality, he finally understands the importance of everything else, and he lets go of the fear that had gripped him. He also reaches a warm conclusion with Phantom, something which would have been otherwise impossible; after laying him to rest, Alviss acknowledges that, "Phantom will continue to live. Within us," and even says later that he misses both Phantom and Rolan. He is removed of all conflict, bitterness and fear that he had held up to that point, and in the end, it leaves him with a sort of peace.
Other:
Fun fact! A number of characters in MÄR are altered or twisted versions of popular fairy tale characters; although he shares fewer similarities with his counterpart than some others do, Alviss is Peter Pan. His favourite weapon (Thirteen Totem Poles), his fairy Bell and his imminent state of eternal youth are all references to Peter - Alviss is just a Peter Pan that is not particularly happy about the whole "eternal youth" gig.
First Person (entry type):
[ the sphere that usually records alviss is floating around today, to get a better look at what appears to be a large stage - and that's exactly what alviss wants it do to. he catches it in one hand and speaks directly to it: ]

I thought the community might want you all to see this, so I saved it the trouble of finding its own way. You're also guaranteed a better view than the one the Chess Pieces are broadcasting to the rest of MÄR.

This is the first match in the first battle of the Second War Games, and I'm going to show you how it's done. You may not have anything to learn from this, like Ginta does, but I want to be sure that everyone understands that we are going to save this world from destruction at Phantom's hands, without a doubt. I want everyone to see that if you're going to save anything, this is the kind of conviction you really need.

And maybe some of you will learn something anyway. Maybe it's going to teach you how to fight in a serious battle. Or, just maybe, it's going to teach you how to win.

So watch. This is the reality of the War Games.

[ he releases the sphere, it takes off into the air, and the fight begins. ]
Third Person:
The world of MÄR has changed in six years.

Alviss has always known that it would; he has travelled through enough cities to see the impact of the First War Games on the people, on their families and their land. But he hadn't realised the severity of it as a child, and from then he had grown amidst it, never taking notice. The real impact of it hits him when he sets foot in Reginlief Castle for the first time since he was ten years old, and he really sees the damage done by the Chess Pieces. There are so few men here, and they are frail and meek. The courtyard is neglected, crumbling, and the castle itself is the same; it doesn't seem at all like the proud and majestic place that once stood here, back when Alviss was one of the croud, cheering for the Cross Guard and so fiercely believing that MÄR would be saved.

Maybe he was naïve in those days.

But while his understanding of the reality may have changed, while his perception may have become sharper, Alviss has not abandoned that belief. He has not abandoned his love for everything in this world. MÄR will be saved - and when he looks at the unlikely team this otherworlder Ginta has amassed, he feels some spark of hope even through his anxiety. They are strong. They aren't soldiers, and it could be that they're better. Every one of them is here for their own reason. They will fight for themselves. They will fight for MÄR. They will drive the Chess Pieces out and bring peace back to the world, and it will flourish in its freedom. Even if he has to carry this burden himself, MÄR will be saved.

When he steps out into the arena, Alviss doesn't feel fear, and he isn't anxious any longer. He will fight, and he will win. He'll claw his way through the Chess Pieces' army, and he'll find Phantom. He'll rid himself of this accursed mark and he won't ever have to see MÄR Heaven fall again. He will live as a human in the world that he loves.

Alviss will fight to save MÄR, and he will fight to save himself.
irrigo: (pic#)

APPROVED

[personal profile] irrigo 2012-12-23 06:50 am (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 December, you will 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. :)
thekidsare0kay: (Default)

APPROVED

[personal profile] thekidsare0kay 2012-12-23 07:18 am (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 December, you will 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. :)
guardiss: (Default)

[personal profile] guardiss 2012-12-23 07:25 am (UTC)(link)
thank you! ♥
answerer_sword: (Default)

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
Way to contact you: e-mail, AIM, plurk, private message
Email: genie_wu12@yahoo.com
AIM: genie_wu12
Plurk: [plurk.com profile] lotusgenie
Other: [personal profile] lotus_genie
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)
answerer_sword: (Default)

3/3

[personal profile] answerer_sword 2012-12-25 02:03 am (UTC)(link)
First Person (entry type):
[The video feed shows Bazett sitting on a park bench covered in newspapers.]

What are some tips for surviving in a city without a permanent residence or a permanent source of income? So far I am doing fine with sleeping in park benches. The good thing about this country is that you would not freeze to death even in winter. My main concern is water. Food I can scavenge from trash bins. Or failing that, I can eat grass from the roadside. But…it seems not all of this grass is edible. Just the other day, eating a certain mix of grass and mushrooms made me see some very strange things. Does anyone have any tips on what plants and animals are safe to eat? Or perhaps how to cure a rash caused by eating the wrong thing?

Thank you for listening to this.

Third Person:

Sample 1:
Her finger traced the lines of text displayed on the computer screen. Finally, she could speak to her hero. It was something that she would not have dreamed of even a week before. But now, even though this was already better than anything she could expect, she found herself craving more.

To somehow go into his world. To somehow bring him into her world…

The computer is the gate that connected them. It was also the wall that separated them. She can look into his life, but she can do nothing to affect it. Even though she knew she should be satisfied at just seeing him happy, (after all, her wish was to grant him a happy ending) she still wished to be able to stand by him and be part of that happiness instead of watching from afar.

She almost wants to ask someone to help her with a world hop. However, she is not sure they would agree to help with something so petty. Nor does she know how he would react to her coming into his world. Would he be annoyed that she had followed him so far?

Sample 2:
For all the advantages that this network offered, its viruses could be a horrible nuisance. For example, this one had sealed away her powers. Powers she very much needed to complete her current mission. At least her limbs were unharmed, but without access to her magic, her fighting capacity had been reduced by more than a half.

Perhaps Caren could do something to help, but she doubted it. This virus was caused by something beyond common magecraft.

It made her feel useless. Her life was defined by her role as an Enforcer. Her one specialty was kicking people’s asses. Fighting, stopping and containing disasters, accomplishing missions…this was the only way she could make a place for herself in the world. Her studies were never oriented toward research. Even if she left the Association, there was no way she could return to her childhood home, not after the fight she had with her parents.

Her hand clenched into a fist. Damn. If only the virus or whatever was controlling it had a physical form. She would punch him for doing this to her.
onlysanechimera: (Default)

Zelgadiss Graywords | Slayers | Reapplication

[personal profile] onlysanechimera 2012-12-26 12:42 pm (UTC)(link)
Player nickname: Hank Morgan and/or Matthias
Player DW: [personal profile] matthias_wave
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.
irrigo: (pic#)

APPROVED

[personal profile] irrigo 2012-12-27 10:48 am (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 December, you will 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. :)
irrigo: (pic#)

APPROVED

[personal profile] irrigo 2012-12-27 10:55 am (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 December, you will 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. :)
answerer_sword: (Default)

Re: APPROVED

[personal profile] answerer_sword 2012-12-27 03:32 pm (UTC)(link)
Okay! Using this journal!
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.
pinkhatwishing: (Default)

REAPP: Timmy Turner Fairly Odd Parents

[personal profile] pinkhatwishing 2012-12-28 05:39 am (UTC)(link)
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.
justforyou: (But I never said anything to her face)

Kirika Kure | Puella Magi Oriko Magica | Not Reserved 1/?

[personal profile] justforyou 2012-12-30 03:35 am (UTC)(link)
Player nickname: Yue
Player DW: [personal profile] savingdaisydiva
Way to contact you:
Email: hydrodiva@gmail.com
AIM: n/a
Plurk: [plurk.com profile] savingdaisydiva
Other: n/a
Are you at least 15?: Y
Current Characters: Mami Tomoe, EVA-Beatrice

Character: Kirika Kure
Fandom: Puella Magi Oriko Magica
Character Notes:

Please note that this application contains spoilers for the Puella Magi Madoka Magica side manga.
justforyou: (She'd kick my arse all over the place)

Kirika Kure | Puella Magi Oriko Magica | Not Reserved 2/?

[personal profile] justforyou 2012-12-30 03:37 am (UTC)(link)
History: Kirika started out life as an optimistic, friendly person. Life was good. She had a best friend, Erika. Nothing could go wrong. Then her world got shaken. Her best friend betrayed her.

The years passed. Gone was the energetic girl. Without a friend, without someone to place her afffection on Kirika grew withdrawn. She would skip school often and when she did go she would stay away from her classmates. Jealous at the people who could go about life so freely, Kirika's anger at the world grew.

One day, she went to the store. It was like any other trip until she dropped the money to pay for her purchase. Kirika was slow to pick up the change - the stares of the people around her made her even more timid. The people behind her were getting impatient. It took so long, in fact, that staff of the store were trying to get her to pick up the money faster.

A person appeared out of the blue to help her. This person was Oriko Mikuni, the daughter of a congressman. Oriko gave her the money and left. This one act of kindness would change Kirika's (and the rest of the city's) fate for good.

Kirika never introduced herself to the girl. So, day after day she would go looking for Oriko. She skipped school often enough before so stopping all together to search for Oriko didn't bother her. It became a fixation.

She was about to catch Oriko's attention one day. Kirika stopped herself. Oriko wouldn't remember her, she thought. Who would remember someone so bland and timid? Certainly not the vibrant person who saved her.

At the train station, someone did find her. It was a strange white cat-like creature named Kyuubey. He offered her a chance for one wish. She took it: she wished to change herself. Kirika Kure became a magical girl in exchange for that wish.

During roughly the same time, Oriko became a magical girl herself. Due to the suicide of her congressman father (who's corruption was brought to light) Oriko's own situation wasn't quite stable either.

Oriko's magic was that of predicting the future. She had a single vision when she became a magical girl: a powerful monster called a witch would destroy Mitikihara City and then the entire world. She also learned that magical girls became witches at the end of their life. The witch that destroyed the world once had been a girl named Madoka Kaname.

Sometime after their meeting and the relization that they both were magical girls Oriko formulated a plan. They would either stop Kyuubey from making Madoka Kaname a magical girl or kill her before he had a chance.

They tried this in two different ways. Oriko tried to distract Kyuubey with a girl named Yuma Chitose who was younger than most magical girls but had enough potential to become one. (That would only lead a magical girl named Kyouko Sakura after Oriko.)

Failing that Oriko relied on Kirika to do her part which was, simply, kill other magical girls in a series of murders to distract Kyuubey and keep the rest pre-occupied.

It was working. That is, until Mami Tomoe got involved. Mami wasone of the most powerful magical girls in the area - making an ally out of her would make things much more simpler.

Whether Kirika was supposed to kill or recruit her is unknown but Oriko sent her out to meet Mami. On the way Kirika lost a stuffed animal. She focused more on finding it than on the task - until the person who found it was Mami herself. Kirika was overjoyed and started calling Mami 'savior' for that.

Kirika buys Mami a crepe for finding the stuffed animal - though she was curious to wonder why Mami only wanted a crepe for such a 'heroic' deed. They talked a bit. It was going quite well. Until Mami unknowingly said that she (Kirika) must have great fondness for whoever gave her the toy.

This sets Kirika off. She gives a monologue about how important love is and how people who constantly say terms such as 'like' or 'affection' simply Don't Get The Point. Mami is a bit... put off by this display to say the least.

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