lessor: (Default)
Your New Landlord ([personal profile] lessor) wrote2012-08-24 04:10 pm
Entry tags:

APPLICATIONS II - CLOSED

DO NOT POST APPS HERE. THEY WILL BE IGNORED.
POST THEM HERE INSTEAD.
kattobings: (Default)

Yuma Tsukumo | Yu-gi-oh! Zexal | Not Reserved

[personal profile] kattobings 2013-06-05 12:27 am (UTC)(link)
OOC INFORMATION
Player: Kuma
Age: 27
Personal Journal: [personal profile] invisibear
Contact Info: AIM: pixie.petals, PLURK: rainbears
Other Characters: N/A

IC INFORMATION
Characters Name: Yuma Tsukumo
Age: 13
Canon: Yu-gi-oh! ZEXAL
Canon Point: Post-Episode 93
Species: Human
Gender: Male

History: Link!
Appearance: Concept Art
Personality: Yuuma is a cheerful, hyperactive 13 year old with a heart of gold. Though he’s often failing at dueling, school and most of the challenges he sets for himself, Yuuma takes everything in stride and doesn’t hide from his failure. He continues to never give up and only uses his failures to press on. This often leads him into being a little reckless, and given his short temper, he tends to be easily provoked (He also fights often with the calmer, more focused Astral). However, when he breaks a promise during his second duel with Shark, he remains depressed for a short while before he gets back up and goes to duel again, making sure to duel for his own self. He never duels for revenge or out of anger because he sees dueling as a means to restore or create bonds with others. This belief comes from Yuuma’s desire to see the best in everyone, no matter how bad they are. Even Kaito, who Yuuma views originally as a rival, becomes someone that he wants to protect and help, even if Kaito often denies it.

He will also do anything for his friends, even risking his qualification in the World Dueling Championship, to make sure they don’t end up hurt. During many events in the series, Yuuma is always placing his friends, family and even his “enemies” before himself. When he duels with someone, he’s often playing magic and trap cards to protect his ally, regardless if they want it or not. A prime example of this is when he was teamed up with Kaito after Haruto was kidnapped. Kaito was constantly denying Yuuma’s help, but he often just ignored it and did whatever he wanted anyway.

Not only that, this is an example of Yuuma’s extremely stubborn behavior. Giving up is not something Yuuma allows, so he often is pressing forward to take action to make sure it doesn’t happen. Not only that, but he tends not to listen to anyone, even Kotori, when he gets an idea in his head. In the series, he uses this stubborn nature to keep challenging himself (or “kattobing” as he calls it) and continues to inspire not only himself but others as well. The best example is his friendship with Tetsuo. When they were children, Yuuma would continue to stubbornly make Tetsuo duel with him even though he was continuously losing. This stubbornness that leads to his desire to always challenge himself to succeed, and also what eventually wins Tetsuo over.

Despite his positive and cheerful nature, Yuuma does have moments when he loses heart. Even though he tends to push through these moments, he sometimes has to be convinced by his friends. Sometimes, he even forgets some of his actions when he’s too focused, worried or depressed about something, disregarding the moments as “false” or something he would never do. However, with the support of his friends and the teachings his father provided to him, Yuuma easily slips back into his “do the impossible” mindset. Unfortunately, Yuuma isn’t the brightest crayon in the box. As he grows in the series, it seems like he thinks and considers situations a little bit more (primarily with the guidance of Astral), he’s not one to think often. Not only that, but he’s always the last person to understand things and is often, sheepishly, replying to those situations. When he finds out his father might still be alive, instead of choosing what to do for Haruto, Kaito and Astral, he tries to run, saying he was going to find his father. It’s proven later that he is honestly just scared of having to choose. It doesn’t take much to convince him back into his normal nature, though, given that he can pick himself up back quickly.

Yuuma, most importantly, is almost like a ray of light to the people around him. Every person he meets, he changes in some way, either by his honest nature, or by his can do spirit. He is always the one to give a pep talk or tell someone what he feels is right, even if they don’t want to hear it. It’s part of the reason Astral ends up bonding tightly with Yuuma. Where he gives up when he doesn’t foresee a chance of success, Yuuma presses forward and gives everyone hope and reassurance. It probably helps that he’s incredibly stubborn and doesn’t understand the meaning of the words “No thanks”. During the tag battle with Shark (and later on, Kaito), Yuuma is always protecting them, despite them often being surprised by or denying his help.

While he can be quite the handful for his friends, Yuuma really inspires a lot of individuals to strive to be their best, despite their own protests in the beginning. Not only that, but with his cheerful and honest nature, Yuuma is able to fit into any situation with a smile and continue to “kattobing”.

Abilities: Yuma doesn’t really have any special abilities in his series, aside from the power of “ZEXAL”. This allows him to combine with Astral, the spirit who is attached to him via his King’s Key, which he wears around his neck. This ability changes his appearance, but it doesn’t seem to change his personality much. While dueling with the power of “ZEXAL”, Yuma is able to imagine a card that he needs to win and use “Shining Draw” to pull it from his deck. However, without Astral, Yuma is not able to access this ability, and vice versa. (As of the current canon point, he has the power of ZEXAL II, which is the same, but Astral and his personalities seem to meld a little bit more with that version. Yuma will be pulled from the point before he obtains ZEXAL II)
Other: Nothing that I can think of!

SAMPLES
First Person:
Post: 4/3/13
Post: 5/20/13
Thread: 5/29/13

Third Person:
Log: 4/18/13

OTHER
Housing Request?: No request c:
Did you read the rules and FAQ?: Yes, of course!
Would you like your application to be unscreened?: Yes!

Revisions!

[personal profile] kattobings - 2013-06-06 14:58 (UTC) - Expand

(no subject)

[personal profile] kattobings - 2013-06-08 16:40 (UTC) - Expand
photonics: (★ der Haut so nah dem Auge fern)

Kaito Tenjou | Yu-Gi-Oh! ZEXAL | Not Reserved

[personal profile] photonics 2013-06-05 12:27 am (UTC)(link)
OOC INFORMATION
Player: Diana
Age: 21
Personal Journal: [personal profile] maesterlicious
Contact Info: [plurk.com profile] maesterlicious | AIM: Maesterlicious
Other Characters: N/A

IC INFORMATION
Characters Name: Kaito Tenjou
Age: 18
Canon: Yu-Gi-Oh! ZEXAL
Canon Point: Post-episode 98.
Species: Human.
Gender: Male.
Orientation: Kaito shows no real interest in romance in the series. Considering the fact that he has no reason to even show as much in his canon (though he seems to have had a close relationship with his mentor, Chris, a few years prior to the beginning of the series), there's no firm preference. Bisexual will do.

History: Link!
Appearance: Normal appearance; Photon Mode
Personality:
First and foremost, Kaito Tenjou cares the most about his younger brother, Haruto. In fact, a big part of who he is, is due to his relationship with his brother, and when he's around Haruto, it's almost as if he's a different person than what everyone else sees. There's typically a kind smile on his face when he's looking at the other; his tone of voice is soft and not at all threatening; his words are always kind and reassuring. This side of his personality is the very same that he'd grown up with for most of his life. Of course, as expected with a drastic change in attitude, there were reasons for it.

Due to the poor health that Haruto had been born in, it was left to Kaito to raise Haruto for several years while their father, Dr. Faker, attempted to find a way to make Haruto better. After finding out a way to sustain his life while sacrificing the fathers of two other families and making a deal with a Barian, Vector, Haruto and Kaito were moved into Heartland. Of course, Haruto's new-found powers were to be used, and thus began Kaito's change.

His brother meant the world to him, and to know that he was being used in such a way had Kaito slowly becoming a bit more angry at his core. Kaito soon found Haruto to be completely unfamiliar with himself or the things they once did together. His anger grew, and when he tried to figure out what happened, he found himself roped into becoming a Numbers Hunter - Haruto's soul had left his body and the only way to get it back was to collect all one-hundred Numbers cards.

So, Kaito's training began, and as a result, he hardened himself. He would have to take the souls of others who possessed the cards, and he couldn't let himself be weak and compassionate to do such a thing. So he trained and trained, only allowing himself to be gentle when he was around Haruto, but otherwise seeming insensitive to others most times. Kaito had been taught how to duel better by his mentor, Christopher Arclight, and he soon became the only trusted friend that Kaito had. Though, once Chris had found out that it was Kaito's father that was responsible for the disappearance of his own father, he lashed out and left Kaito. In the rain.

From that point on, Kaito becomes much more standoffish, seemingly cold and cruel. At the height of his Numbers hunting "career" is when he's been the most uncaring of anyone aside from his brother. All those that he's dueled, he's unintentionally used scare tactics on to unsettle them and make it that much easier to get them to crack and lose their nerve, forcing them to not think very clearly. He would whistle to announce his arrival as his 'companion', Orbital 7, would stop time for everyone but those holding a Numbers card, and though he was opposed to inflicting fear on his opponent, he used the fear his opponents already had to make them doubt themselves.

Yet, his changes don't stop there. Upon meeting the protagonist of the series, Yuuma Tsukumo, Kaito is ruthless to begin with, as expected. But as time passes, he allows himself to work with Yuuma to achieve his own ends and in turn, ends up sort of befriending Yuuma and his friends due to Yuuma's rather forceful attempts to help Kaito and Haruto both. Come the conclusion of that particular arc of the series, Haruto is back to as he was before Dr. Faker made his deal, and Kaito has "allowed" Dr. Faker to be part of the family once again, though things are awkward and tense. His family-oriented nature is what allows him to let go of the vengeance and hatred he had towards his father previously, and to give him that second chance.

Of course, a second chance is what Kaito himself strives for. He claims that his soul has been stained, that he'd even sold his soul to the devil (Mr. Heartland), and around this point, despite Yuuma convincing him to move on from having hunted innocent souls in his attempt to save Haruto, he admits that his soul is still "guilty". However, even with Haruto okay again, Kaito is still mostly reserved. He's willing to help those he's gotten close to even if he really doesn't have to, and is even capable of friendly, nonthreatening banter with Shark. Smiles are a little less rare by the current point in the series, though he still has his iron will and determination that makes him quite the foe in a duel, and he isn't someone to be taken lightly.

He's proven to be the most rational of the main trio of the series - when Yuuma is in hysterics over the disappearance of another friend, Kaito has no qualms with slapping him to calm him down, telling him "It's unsightly." And when Shark is eager to go to the location provided to them by the enemy, it's Kaito that remains practical about the situation, saying that they know nothing of the enemy and that it all sounds too convenient. But while he can typically keep a clear head most times, sometimes his desire to win or the danger that his brother may be in is something that has him thinking irrationally at times. He tries not to make it a habit, however. Though, when it's decided that he intends to follow Yuuma, he's shown to be mostly honest to his brother when he says his goodbyes, telling him that it's not something that he's doing for Haruto, but that it's something he simply threw himself into (though it really does have to do with some sort of revenge for Haruto, as well). He also gives the reassurance he won't lose, and as a result, goes into it all with the mindset that, with that promise, losing is absolutely not an option.

All in all, the well-being of his brother is what secures most of his decisions, even if it means hurting himself in the process, but if it involves someone else, especially a friend of his, he does what he can to ensure that they're thinking clearly as well. And if they seem to be in some sort of emotional turmoil, he remains out of it and finds it better to let things play out and believe in those close to him as people that can pull through without needing him to hold their hand, or anyone else's. He gives words of encouragement when they're needed, but most times, lets them do what they must. He's capable of dealing with a lighter mood, one where it isn't necessary for him to be the 'adult' of the situation, though he isn't beyond showing a bit of annoyance with those he's dealing with (considering most of the people he does deal with are under the age of fourteen, or a robot that shows too much concern for Kaito's well-being at times when he'd rather it didn't).

Abilities: Kaito's abilities consist of going through a process known as 'Photon Change'. Initiating the transformation allows him to duel without needing to concern himself with the Numbers amplifying his desires as they're known to do to others who are in possession of them. The transformation also provides him with a functional D-Pad (which allows him to draw and play his cards during a duel) and a D-Gazer tattoo (which establishes an AR Vision Link to allow him to see the holograms of the monsters involved in duels) over his left eye, giving him a reason to not actually carry the equipment around with him - the D-Pad and D-Gazer tattoo are also able to be used by others, but Kaito is the only one with the ability to fully change into Photon Mode.

However, Photon Mode comes with a price. Using it over extended periods of time slowly wears him down, and if he excessively duels, his heart begins to fail on occasion. If he doesn't stop at his limit, he can die from over-usage.

When Haruto had given a part of his Barian-origin power to Kaito to allow him to summon a new monster, Neo Galaxy-Eyes Photon Dragon, it allowed him to see Astral, whom had previously been invisible to all but Yuuma. When he uses the power to summon NGEPD, he's surrounded by a red aura, similar to others who also have powers of Barian origin.

As for 'talents'... Aside from being a phenomenal duelist, Kaito is rather intelligent and well-versed in technology use (likely better technology than what Holly Heights is used to), and in some cases, inter-dimensional physics. Science and math are certainly his stronger subjects.
Other: He's... rather short for his age. He seriously has not grown very much since he was thirteen years old, so he's barely taller than the silly thirteen- and fourteen-year-old kids he hangs out with. What a dork. He also can't cook. This is canon. No one in ZEXAL can cook, tbh.

SAMPLES
First Person: A thread on Dear Mun & a post from a previous game.

Third Person: Kaito had always thought himself to be an exceptional duelist. He was confident, yes, but he never let that go to his head and he always focused on trying to find a way to bring out his strongest monsters and quickly. It was a beatstick strategy, but when one has to occasionally think of his health sometimes, he did what he could to end duels as quickly as possible. Of course, there were two duels against one person-- could Misael be really called a 'person'?-- that had gone unfinished, and Kaito certainly wanted to run himself ragged ensuring he was prepared for their next time.

But when, the night before, Haruto had mentioned wanting to spend the entirety of the next day learning to duel, Kaito had to take a moment to really consider that.

Had he ever dueled any other way? Had he ever been anything but ruthless and quick in his victories?

But he told Haruto 'yes'. He'd told him that he would love to spend the day with him, and Kaito wasn't even half-lying about that. It was why he'd bothered to get up early in the morning to try to figure out something he could do with his own deck to make it less intimidating and a bit easier to beat. He could have just removed his ace monsters, but then what purpose would his deck even serve? And Haruto would have probably gotten upset with him for going easy on him, but...

He'd set up a table for them to duel on - it'd been years since he'd bothered with tabletop dueling, but for Haruto, he could manage it, he felt. So he sat and watched the clock, legs bouncing a bit impatiently where they were crossed, and once the clock struck 8 AM, Kaito pushed himself from his chair and made his way into Haruto's room. He knocked lightly on the door, then pushed it open slowly, peeking his head in with one of his gentle smiles reserved for Haruto only.

"Good morning, Haruto."

OTHER
Housing Request?: N/A
Did you read the rules and FAQ?: Yep!
Would you like your application to be unscreened?: Sure.
antipyretic: ❀ } i am wasted, losing time (Default)

Mikan Tsumiki | Dangan Ronpa | Not Reserved | 1/3

[personal profile] antipyretic 2013-06-05 12:28 am (UTC)(link)
OOC INFORMATION
Player: Kitty
Age: 14
Personal Journal: [personal profile] lavanta
Contact Info:
skype → shsllettuce
tumblr → springcrop
Other Characters: N/A
antipyretic: ❀ } i am wasted, losing time (oo5.)

Re: Mikan Tsumiki | Dangan Ronpa | Not Reserved | 2/3

[personal profile] antipyretic 2013-06-05 12:32 am (UTC)(link)
IC INFORMATION
Characters Name: Mikan Tsumiki
Age: 18
Canon: Super Dangan Ronpa 2
Canon Point: End of Chapter 2
Species: Human
Gender: Female
Orientation: Heterosexual; Hinata Hajime, a male character, is able to pursue a relationship with her while no other character can, and also displays interest throughout the game while displaying no particular interest in females.

History: Unfortunately, the wiki contains hearty amounts of SDR2 spoilers. Here is the link.

Barely halfway through the students' time spent on the island, Mikan Tsumiki is executed in Chapter 3 for killing Hiyoko Saionji and Ibuki Mioda after being contaminated with the despair disease. It is later brought to light that she was part of Super High School Level Despair like her fellow classmates.
Appearance: Here.
Personality:
Generally speaking, Mikan is shy beyond average measures. Some mistake this for social anxiety, and though there is slight evidence of this in her personality, such as her perpetual self loathing, absence of respect and pride for her body, and stuttering problem, her character mostly consists of constant apologies for pointless things that she never did wrong including "insolence," "rambling", and being too "straightforward." A key factor of how she came to be so flighty and frightened is her past.

Mikan not only had an abusive home life, but she has also mentioned that out in public others would kick her, slather mud on her, pour water on her, and even give her cigarette burns.

She was simply living in a world of hate; she had not one person that treated her with love or kindness. In fact, she wished to be liked so badly that she began to abuse herself for the others' satisfaction.

❝To lift up the atmosphere, I would eat strange bugs; when people had no paper to write on, they’d write on my body; when borrowing money, they'd make several liabilities. I was also a dart board for their boredom... You see, I can be of help too!❞ (x)

She offers to strip her clothes for Hinata on multiple occasions when she believes he's bored or angry with her. This distorted mentality also comes from people degrading and treating her so horribly. Eventually, this act became normal and expected even from people whose intentions were not to hurt her. She states that even though she doesn't enjoy performing these stunts, she feels she has to in order to earn everybody's happiness and kindness towards her. If you asked her to describe herself, worthless would most likely be the first word she'd think of.

When she was young, nobody was there to treat the wounds that people gave her, and so Mikan had to do it all on her own and eventually become a super high school level nurse. She cured solely for the purpose of her own injuries, but as she advanced in the medical field, she came to realize that those were sick and ill depended on her and would actually listen to her, the one who could help them. Finally, for once in her life, Mikan felt needed. This gave her full confidence in return.

❝If you just leave an ill or injured person alone then they will not be able to bear the pain, and if things went wrong they could die. That’s why, only the words of someone who knows the proper prescription are absolute. That is… that’s how it is?❞ (x)

Although she is seen to be consistently timid, it is possible for Mikan to warm up to someone, as this can be seen after generous amounts of trying to convince her that Hinata isn't going to treat her the way people in her past did all the while talking baby steps to show her that she matters. Her mindset, in terms of her severe lack of confidence, will most likely continue to live on regardless of how much support she receives.


Abilities: Seeing as how she's a Super High School Level Nurse title, Mikan is evidently experienced in the medical field and can treat various wounds and illnesses.
Other: N/A

SAMPLES
First Person:
[ Mikan's fingers shake as each one daintily, sluggishly goes down on the keys of the small device, prompting a white light to suddenly flash on the side opposite of which Mikan is facing. She fumbles with it until her face is the most manifest part of the picture, though she still cannot bring herself to look directly into the lens. She sets it on the porch railing in front of her, careful not to let it fall. ]

H-Hello...! I'm Mikan Tsumiki...

[ A pause. She looks as if she's about ready to let out the waterworks. But no. She has something more to say. ]

I-Is...! Is Hinata-san there? Maybe T-Togami-san? Even Saionji-san...?

[ She stops herself, looking bewildered. A deer caught in headlights. ]

Hawa... Hawawawa! I-I'm sorry! I shouldn't have asked that! I'm not worthy of any of you...

[ She begins to rub at her eyes as a stream of tears pour down her cheeks. Mikans' blubbers roar down as she realizes she's still on camera. Her face is visible once again and her voice shakes with increasing desperation. ]

I'll let you do whatever you want to me... if you please tell me you're here!

Third Person:
She doesn't know why she's so surprised.

This is the second time something so absurd has happened; being whisked away from the familiarity of her home and carried off to some discreet, unheard of scene. Jabberwock Island's memories flash into her head. It felt like only yesterday she was brainwashed into a school life of mutual killing on a remote island in the middle of nowhere.

If that was the case, shouldn't she be glad that she's been swept into a new world yet again? This place - Holly Heights - is different; Holly Heights is not the kind of place Mikan Tsumiki is used to. She tries to tell herself this was a good thing. Greener pastures lie ahead of her; there's nothing to worry about anymore. There's no more extreme risk of death, no more humiliation she has to endure. If that was the case, then why does she feel so empty? She's never felt more sad than this.

She wants to believe it would all be okay but she knew it wouldn't. She's left friendless and isolated once again. She's in a universe of people who hated her. When she was finally given a place she felt was her haven, she was snatched away from it once again. A long road of loneliness waited before her.

At the very least, she won't have to worry about anybody being murdered anymore. But there was always a guilty aftertaste of this mentality lingering at the back of her mind. What if the only people she's ever met who showed her kindness are still on that island? She gets to survive, live in a stable home, live in a stable environment, live in a stable world, while they get to be knocked off the earth one by one.

Mikan squeezes her fists tight together. A thought hits her like a brick through a glass window. Maybe her friends are all here. That would certainly make sense, right? It can't just be her. It shouldn't be. It's not. Regaining a tiny sliver of hope, she meekly takes the recorder that was given to her and nervously turns it on.

"H-Hello...! I'm Mikan Tsumiki..."

(no subject)

[personal profile] antipyretic - 2013-06-07 01:07 (UTC) - Expand
calculating: (Default)

Byakuya Togami | Dangan Ronpa | Not Reserved | 1/3

[personal profile] calculating 2013-06-06 12:36 am (UTC)(link)
OOC INFORMATION
Player: Jordan
Age: 22
Personal Journal: [personal profile] reuniclus
Contact Info: [plurk.com profile] compoundeyes
Other Characters: N/A

IC INFORMATION
Characters Name: Byakuya Togami
Age: Togami is under the impression he's between 16 and 17, but due to two years of his memory being erased (he does not know about this part yet), he's likely between 18 and 19.
Canon: Dangan Ronpa
Canon Point: Chapter 6, just before the final trial.
Species: Human
Gender: Male
Orientation: Heterosexual. While nothing on Togami's orientation is ever explicitly mentioned in canon as he's far more focused on his goals (getting out, defeating the mastermind himself, solving murders as they happen) than he is even remotely considering anyone at the school a romantic interest. But, looking at what happens in the hypothetical bad end at the end of Chapter 5, Togami is shown years into the future with a son of his own that, naturally, had to come from one of the two surviving female students.

History:
Wiki page, but it lacks a more in-depth plot summary.
TV Tropes, horrible formatting, but gives a bit more detail to the background.
Let's Play thread, the translation of the game itself. Currently under a Paywall, but that should expire soon enough.

Togami, being one of the end-game survivors and a member of the main trio of the game, is relevant throughout the story, particularly beginning in Chapter 2 and its trial.

Appearance: Here!
calculating: (Default)

Byakuya Togami | Dangan Ronpa | Not Reserved | 2/3

[personal profile] calculating 2013-06-06 12:36 am (UTC)(link)
Personality:
If "Super High School Level Douchebag" were a title given away at Hope's Peak Academy, that would no doubt belong to Byakuya Togami. Unfortunately it isn't a real title, so he's stuck with being "Super High School Level Heir" or, as he prefers it, "Super High School Level Perfection."

It's noted in canon that "He’s the heir to the financial giant Togami family. Since he was young, he was enrolled in nothing but the most exclusive schools. It’s told that he already holds several management positions at the company, and already managed to acquire a considerable personal fortune of his very own." which explains quite a bit about his personality in and of itself. As heir to the Togami family, Byakuya sees himself as superior to those around him, which leads to a very major personality problem. In fact, when introducing himself at the beginning of the game, he sees no need to state anything beyond his name. After all, he's Byakuya Togami. That should be enough of an explanation for anyone, shouldn't it?

He has little patience for those that he deems below him or people that are wasting his time. If things or people aren't worth his time, he ignores them. He will ignore people talking to him, people's suggestions (staying in their rooms during night time), anything he deems not worth his time. He prefers to move along at his own quick pace and prides himself on efficiency and keeping himself cool and collected for the most part. He's logical, quick-witted, and able to calmly and efficiently analyze situations, even those as shocking and stressful as the many executions and murder scenes witnessed by the students in Hope's Peak. Indeed, while most students are shocked by what they see, Togami is typically one of the first to speak up, and usually with something relevant to the situation they've found themselves in. For instance, rather than panic about being forced to kill each other to graduate, Togami states that they should be more worried about people believing that promise than whether or not Monobear will keep his word.

For all his douchebaggery, when Togami decides he is going to do something, he does it. He's focused and driven and determined to do whatever it is he sets his mind to. After all, he's a Togami, and he's confident he'll succeed regardless. Whether it's winning the game and killing the mastermind or engaging in some sort of business deal, he'll follow whatever it is through to the end, and it will work out in his favor. Out of any of the students in Hope's Peak, Togami is likely the most self-assured and confident of them all. (Aside from spoilers, perhaps, but even she prepared something in case she'd lose; Togami, on the other hand, boldly declares that no one would be able to kill him no matter what). He prides himself on his lineage as well as his own personal successes, declaring himself the most fitting heir the Togami family's ever had. However, despite his pride in his lineage, Togami reacts very negatively to the suggestion that all he has is because of his birth. No, he's adamant that what he has is something he's earned through his own hard work, stating that those who are just born into wealth and power aren't really chosen.

As stated before, Togami thinks of the whole mutual killing deal as a game of wits between him and the other students. He thinks the whole idea is interesting and a unique sort of thrill he can't get anywhere else. Because he's never entertained the idea that he might lose, it's all just a game. Nothing more. Because of this, however, he's not very trusting of others. After all, it's a game where people are told to kill others to graduate. As far as he's concerned, everyone in the school is his enemy, and it's in his favor to withhold information until it's necessary to reveal it, i.e. at the trials. He's very, very competitive, which is probably very apparent at this point. When he's in something, he's in it to win, regardless of what that thing might be. He also thinks of himself first and foremost no matter what. That's not to say he doesn't cooperate, though, because when something is in his best interest, he'll help others. Whether it's because it will make things more interesting or ultimately help him achieve other goals, when he cooperates with others, he automatically assumes a leadership sort of position, delegating roles to others while he does what he wants.

But lets get back to the negative aspects, shall we? Togami is egotistical, arrogant, demanding, direct, and outright rude most of the time. He's critical of everyone around him, thinks far too highly of himself, and speaks his mind constantly, commenting on things he probably should keep quiet about if he wants people to like him. Fortunately for him, he doesn't really care too much what others think about him. Even when he's very clearly not in a position of power, he demands things of others--he demands they shut up, he demands they help him investigate (read: do the dirty work), demands they go away, anything like that. After all, as a rich boy, Togami is very used to getting his way and when he wants things done, he wants them done yesterday. Now, he might be rude, but he doesn't constantly insult others. He will comment on the work they've done, or their appearance, or anything of that sort, but not outright insult them. When Togami does bother to insult or threaten others, it's when he's irritated with them for any number of reasons. When people get in his way and try to prevent him from doing what he wants, or when people are acting stupid, he's more than happy to insult them to try and get his way once again. When he's not insulting others, he's direct and to the point, often saying things that other people are likely thinking but too afraid to admit out loud (see: who might be taking Monobear's words literally).

A very important aspect of Togami's character is that he is easily bored. And when he's bored, he gets irritable and even ruder. If things aren't interesting, they aren't worth his time. He tried trading stocks for a while and amassed his own personal fortune, but grew bored of it and stopped. It's part of what makes him a gigantic douchebag in Dangan Ronpa, actually. Because he witnessed the killer leaving the scene of the crime before one trial, Togami took it upon himself to make the case more interesting than it initially seemed. After all, knowing the culprit from the beginning is no fun. Deciding to rearrange the crime scene to make it look as it a serial killer had killed this victim, Togami lead most of the other students off target for a majority of the trial, merely because he wanted things to be interesting. He has little regard for others and how they feel, often taunting others and saying provocative statements to make them think or feel bad ("in a way, it's your fault Maizono died, isn't it") just because he can. Because it's interesting. It's because he likes things interesting that he often doesn't share clues with others, and prefers to investigate on his own. Aside from being a loner of sorts in general, that is. When he does share clues, it's because that information will help make things more interesting or benefit him in some way.

Togami is also, unfortunately, a bit of a hypocrite. While things like messing up crime scenes, having an attitude problem, and feeling entitled to things are okay for him to do, when others do it, it's not okay. If it leads to things being more interesting in his books, that's one thing, but in his view, it typically does not, and he has a problem with that. He is easily shaken when things he doesn't suspect come up, such as a victim being a different sex than they originally appeared, and when he learns about the state his family and their business is in, he loses his confidence and despairs momentarily. For someone that prides themselves on their family name and what they've done to help it succeed, it's jarring to hear certain spoilers about its fate. Togami is also kind of shit at dealing with people. If that wasn't obvious by now, I don't know what to say. He often assumes things will behave logically and rationally, because that's how he wishes to behave himself. When it comes to matters of feelings and humans behaving in human, irrational manners, he gets lost and flounders. He's also not quite as intelligent as he thinks he is. He's certainly one of the top three in the game, but he's often off the mark because of how he fails to grasp that people don't always behave in logical matters. Which is a bit ironic, considering the one thing he does have the best grasp on out of anyone is that it's dangerous to judge other people on one's own standards.

Not quite all that relevant to the above, but Togami enjoys reading, and the things he enjoys reading? Unsolved police files, classified files about crimes, criminals, and assassinations, anything like that. They're interesting and he likes to try and solve them himself. He's succeeded before, actually, according to himself, and as someone from a family with as much power as his, he can get his hands on these sort of files relatively easily. Because of how much he reads, he's knowledgeable on a wide range of topics, but again, he prefers those that he finds more interesting: unsolved cases and the like. He also likes fancy presents that are rare and exclusive and expensive and difficult for even his family to come by. Which again, are kind of rare.


Abilities: Togami was selected by Hope's Peak as a Super High School Level Heir, which he earned by being the youngest person to ever win the Togami family's heir selection process. While the specifics about this process aren't really known, what is known is that Togami has a talent for business, stock trading, and is very good at keeping up and leading the trials at Hope's Peak. But aside from being intelligent and, according to himself, above average in most other fields, Togami is basically a normal person.

Other: He speaks French, plays the violin, has ten extra glasses in his bedroom, and is an overall asshat. Also, he's deceptively huge. Togami is like over 6 feet tall, and that's just really weird, okay.

(no subject)

[personal profile] calculating - 2013-06-08 01:58 (UTC) - Expand

Sealand | Axis Powers Hetalia | Reserved

[personal profile] recognizeme 2013-06-06 12:36 am (UTC)(link)
OOC INFORMATION
Player: Holly
Age: 27
Personal Journal: [personal profile] shachou
Contact Info: Plurk and AIM: spidersintention
Other Characters: Haruka Nanami

Sealand | Axis Powers Hetalia | Reserved

[personal profile] recognizeme 2013-06-06 12:40 am (UTC)(link)
IC INFORMATION
Characters Name: The Principality of Sealand (Peter Kirkland)
Age: Physically 12, actual age is 46
Canon: Axis Powers Hetalia
Canon Point: Current times
Species: Country
Gender: Male
Orientation: It's hard to say right now! I don't really think he would discriminate too much either way.

History: http://hetalia.wikinet.org/wiki/Sealand
http://en.wikipedia.org/wiki/Principality_of_Sealand
Appearance: http://hetalia.wikinet.org/w/images/hetalia/uploads/b/b0/Sealand.png
Personality: For a micronation, Sealand has a pretty big personality. Sealand is a blindingly cheerful boy, taking many hardships in stride. Sealand is a naval base that was abandoned by England after one of the wars. However, instead of being terribly hurt by this, he decided to make the most of it and the Prince of Sealand declared it's independance. Sealand has had to repair leaks in the base all on his own, deal with a harsh life out on his own, and even a fire that burned down a portion of the base. Despite these hardships and being ignored by the other countries, he still tries his best to become friends with them and maintains his cheerful nature. He is almost always seen with a smile on his face, running around with an impressive amount of energy. Sealand is a hardworking boy, who is always seen doing his own repair work for his "country" and is usually in work clothes unless he's going out to see one of the other nations. He gladly accepts the repsonsibility of keeping the base going and likes to think that he does everything on his own, even if he does get some help from England and Sweden.
Because Sealand is such a young micronation, he is still pretty childish. He likes to refer to himself in third person quite a bit, either calling himself "Sea-kun" or "Sealand-kun" as a younger child might do. He has also has an affinity for candy, but more specifically, chocolate bars. This is mentioned in the Sealand version of Marukaite Chikyuu. He also seems to have a childish way of finding loopholes in what others say to work them to his advantage. For example, England said that Sealand wasn't his, so Sealand took that to mean that he recognized that he was his own country and was instantly happy. He also seems happy to acknowledge Sweden as a parental figure after he bid on Sealand during an online auction. Sealand has been seen openly calling Sweden "Papa" to other countries in the manga, only furthering the childish image. Sealand enjoys having and playing with toys quite a bit. He has been seen carrying around balloons, playing with the dog Flower Egg, and even asked Japan to turn him into a robot like the Power Rangers fight with, as his body was made of steel. Sealand also has a tendency to cry easily when something doesn't go his way. He has been known to call up Latvia and cry to him on the phone, having cried to him over a variety of things, including losing his a hand after performing a rocket punch.
Saying that Sealand is optimistic is certainly an understatement. No matter what is happening, it seems that Sealand is always optimistic about the situation. He usually just shrugs off whatever the probelm seems to be and assures others that things will be alright. He maintains this attitude towards his future, also, completely confident that he will become a great Empire some day and make England, who abandoned him before, bow to him. At one point, Latvia came to him to try and cheer him up, but Sealand ended up reassuring him that everything would be fine and that they simply had to continue doing their best. He is always confident that his efforts will pay off in the end and that everything will turn out fine.
One thing that Sealand struggles with is single minded obsessiveness. Once he decides one something, that is all he focuses on until it has been exhausted. For example, everything he does somehow relates to his goal of getting the others to recognize him. He goes out of his way to make friends with other countries in hopes that they might recognize him some day. He even travels around the world, meeting other micronations in order to have them join him in his club. His thought process is that if enough of them gather, the others will have to recognize them. Another demonstration of his obsessiveness is his love affair with the internet and TV. He has been seen sitting in front of the TV for long periods of time, watching programs. Also, in the manga, he is seen constantly on the computer, browsing the internet. That is where he sells goods and noble titles in order to fund the operation of his micronation, as well as look for others who might want to join his club. His obsession with things of that nature have even made Sweden come up with a game which involved putting a cardboard box over him and shaking it to try and get him to pay more attention to him.
While making friends is something that helps him with his goals, he is naturally a friendly person. Sealand is the type of person who never meets a stranger. He tries to make friends with everyone, regardless of their status in the world. Sealand has been seen outside of the world meeting, greeting everyone, despite the fact that they ignore him. He tries desperately to look cool in front of other people to get them to like him more, even if that usually isn't the case. Sealand typically decides in the first few moments of meeting another person if they will be friends, regardless of the other person's opinion. He can be a bit pushy when it comes to friends, but he means well and likes to see them succeed.
Abilities: Being cute? He also has some knowledge of how to do repair work from trying to patch holes in the base.
Other: :)
beyourwarmth: (Default)

Nai | Karneval | Reserved

[personal profile] beyourwarmth 2013-06-06 09:48 pm (UTC)(link)
OOC INFORMATION
Player: Yuko
Age: 20
Personal Journal: [personal profile] fwaooo
Contact Info: aim; autophaging / plurk; autophaging / e-mail; fleur_de_cerise[at]yahoo[dot]com
Other Characters: n/a

IC INFORMATION
Characters Name: Nai
Age: unknown exactly, but looks around 12~14
Canon: Karneval
Canon Point: post chapter 60
Species: Half-Human, Half-Niji (animal)
Gender: Male
Orientation: Under 18. He still has zero idea on what orientation or what love means. Considering that it is possible that he could swing both ways.

History:

When we first see our character, Nai, he is in the middle of his journey to look for a person named Karoku, using a bracelet he found next to a puddle of ‘red liquid’ as his only clue. During the journey, he meets a boy named Gareki. Gareki shows interest in Nai’s bracelet, which had turned out to be an ID for the National Defense Organization, Circus. On the terms of Nai giving the bracelet to him after they find Karoku, Gareki offers to protect Nai and help him find Karoku.


Now let’s pause to explain what this ‘Circus’ is. The Circus is a transcontinental national defense organization, a group of elites that hunt down the most wanted criminals via flying ship. The town’s they visit while hunting for the criminal is shut down during their simultaneous raid and nobody can go out. However, as an after-care, the Circus puts up a show for the town’s people. With rides, shows, and cute characters handing out candies to little kids, the town becomes a complete carnival.


On the train ride to the next town, Nai and Gareki are caught in a trainjack. Here, Nai uses his natural born skill of good hearing to locate a bomb and have it detonated. They meet two people on-board who help them with the detonation, which turn out to be just the people they were heading over to-- Circus Members. With this connection, Nai and Gareki finally reach their first huge step of finding Karoku. The two are told by the Circus’ Second Ship Crew Leader, Hirato, to stay with the Second Ship and to be looked after by Yogi and Tsukumo, two members of the Second Ship. The four (well maybe not Gareki on the outside) bond as they eat and play hide-and-seek together to pass the time until they gather more information.


Out of nowhere, Nai doubles over in pain, and while he is taken to the Second Ship’s medical room, in his dream he converses with Karoku. The check-up shows nothing wrong with Nai, and he wakes up soon after, however it shows something odd about him. According to the genetic test, it shows that Nai’s genes are almost identical to a species of animal called the Niji. Further tests shows that Nai’s genetic structure is close to the Varuga, post-humans with special abilities that were genetically altered by a medicine or through blood that made them monsters. The Varuga are the enemy of the Circus, and Kafuka, an organization doing illegal genetic research seems to be the one creating most of them. Anyhow, Nai’s genes are similar to those Varuga, but were different with the fact that instead of genes being transformed, Nai’s had the genes of a human and the animal completely merge to create a new kind of species, a feat only able to do by a genius. Seeing that the creator would probably come after a masterpiece like that, the Circus decides to keep Nai within their hands to use as a bait for that creator to come reclaim him. Nai himself agrees to stay with the Circus, seeing that it is the only clue to Karoku, and the two works together to fulfill their own needs. (Naturally, Gareki stays as well, since it was first part of the deal to have the Circus bracelet or money from Karoku when he brings Nai to him)


Although Nai is a rare and precious sample, the Circus allows him to walk free and stay with the Second Ship crew, going along with their missions. The reason for this is because the animal base for Nai, the Niji animal, is a rare animal with mimicry abilities that is hard to catch. On top of that, their only habitat is the Niji Wood; an almost uncharted woods of where living species often have light reflecting substance in their cells. With the woods being surrounded by an ocean, perspiration is heavy in the air, and it causes the sky to always have a rainbow. The bent light also causes illusions and due to some natural jamming, communicators don’t work. Thus, the only way to navigate through the forest is through sound. The Niji, being an animal living in such an environment, is naturally equipped with high hearing abilities, and because of it, the Niji are unable to survive for a long time in a closed space. Not wanting a rare sample to die to stress of being closed up, the Circus decides for him to be allowed freedom at the price of having to be with a member of the Circus always.


He becomes almost like a family with the Circus Second Ship (and First Ship), attaining lessons from Tsukumo, having fun with the robot Sheeps, gaining new friends, and such. All is fine and dandy until he has a dream about Karoku once more. In the dream, Karoku tells Nai that he is going to be killed and that he is held captive at the Mansion of Smoke. Nai immediately tells this to the Circus, and despite the danger of running into the mansion, the First and Second ship successfully infiltrates it.


It is there, Nai finally reunites with Karoku. Or, at least with a Karoku. There seems to be two of them, one being the one Nai lived with back in the forest, and the other being a new one with the old’s memories who had been talking to Nai through dreams. The old one isn’t breathing and pretty much dead, while the new one tells Nai to come back to him. Nai, naturally being confused over the double Karoku, tells he doesn’t want to just leave his new friends at the moment. New Karoku, although seemingly not happy, allows this to happen saying that “he has a wide heart, so he’ll just wait until Nai finishes playing”.


Gareki and Nai takes the old Karoku (who was barely alive) where he gets proper treatment. Whilst Nai is waiting for Karoku to wake up, he finds out that Gareki will be leaving the ship as well. After a night of baw-ing with Yogi and Tsukumo, Nai resolves to see Gareki off with a smile, which he succeeds (although half crying). However, not everything is good as when Karoku wakes up, Nai finds out he had forgotten about him.


With Gareki gone and Karoku not remembering him at all, Nai has moments of sadness, but he reminds himself that Gareki is trying hard to become stronger so he himself should try his best as well. It was one of the days of Nai taking care of (or well, at least trying to) Karoku when the Circus ID bracelet suddenly starts up, teleporting both Nai and Karoku to a far off place. Suddenly stranded in the middle of a forest with Karoku unconscious, our little Nai does everything in his power to protect Karoku. And when I say everything I mean everything. From fending off the wild animals with a stick to shielding Karoku from a ram-like creature’s attack with his own body. Struck in the back and thrown off to the side, it seems like Nai is pretty much dead.


Thankfully, Karoku had awoken and what’s more, regained his memories on Nai and was able to take the injured boy to a nearby cottage. He tries his best to save Nai’s life with his own medical skills, but by the time a doctor arrives, Nai’s heart had stopped, and was past being able to revive it. However, Karoku was oddly calm, and for a good reason too. After 30 minutes past Nai’s heart stopping, it starts moving once more, bringing Nai back to life. Shortly afterwards, the Circus Second Ship finds them and brings both of them back to safety.
Edited 2013-06-06 21:49 (UTC)
beyourwarmth: (Default)

[personal profile] beyourwarmth 2013-06-06 09:50 pm (UTC)(link)
Appearance:
you can’t say no to this. Although Nai looks around 12 ~ 14, along with his intelligence level and overall feeling, it often feels like he's still around 8 or 9, rather than a pre-teen.

Apparently there are times when people just tend to hallucinate Nai in his niji form.


Personality:

Nai, being a genetic fusion of the Niji animal and a human, has many qualities similar to an animal. He is quite naïve, and trusts most people. There are a lot of things he doesn’t know, and he doesn’t understand even the simplest words at first, such as ‘blood’ and ‘family’. As he spends time with Gareki and the Second Ship Crew, he learns daily, especially with Tsukumo tutoring him on basic reading and math. He is a fast learner however, and usually applies it as soon as he learns it. It helps he’s a rather curious child as well. In fact, many of his lines end with a question mark or a silent tilt of the head. He often tends to repeat what other people says exactly without knowing what it means or blurt out awkward questions, but at the same time he doesn’t know how to lie as well, so all the words that come out of his mouth is the truth. There is no hidden thoughts or ulterior motives to his words and actions, which lets even the most doubting of people become friends with Nai.

Being close to a white slate, without someone’s help he probably wouldn’t last long. He doesn’t think to doubt a person’s abilities, and he’s never shown anger or hatred to anyone. Nai is always willing to lend a helping hand to people, and he works hard at everything. As he travels with the Circus, Nai soon wishes to have strength to protect his friends, and hopes that he would be able to make other people feel warm when he is around them, just as they make him feel warm inside.

Despite him seeming to be a rather scaredy-cat, he is quite forward and sometimes moves with great action (and usually without deep thought), similar to an animal moving with instinct. He knows he’s not as strong as most people or smart as people. He knows his limits, yet when the time comes to it he acts with everything he has. He will go and protect people or a creature, even if it means him getting hurt. Although it’s very unlikely he would go and harm someone or something, he will do it if it’s the only way to protect the people he loves. His biggest priority for him is his friends. To him, friends equal family, because he doesn’t quite understand the concept of “family” yet.

Nai is the type of person with a strong and kind heart, who seems to have the natural ability to make people around him smile and realize that innocence is still present in this world.


Abilites:

Nai is a rather frail looking boy, with not much skills to live alone. However, despite this he is quite resilient and in times of need, able to at least drag a matured male some distance. His fighting skills are zero mostly, and the most he can do is use a stick to hit back or throw a rock. Also, it seems he is able to revive after his heart stops, but not much detail is known about this.

There is one part of him is special that is unlike other people- his acute sense of hearing. Having the genes of the Niji animal, he is born with super hearing abilities, able to pick up things not many people can and in far range. On quiet nights, his ears are able to pick up faint voices from all over, and also the feelings of the people close to him. It seems he almost has the power of empathy at times. His ears also seem to surpass the wall of species as well, since there is a scene that he is able to understand the strong feelings of an animal. His hearing also helps him with directions as he can navigate through sound waves rather than sight. This is due to the Niji Woods (his birthplace) having many mirages and so animals that lived there could not rely on sight to get where they needed to go.

Also, this seems to be limited only to Karoku, but he is able to talk to Karoku through a dream, although during this dream he seems to be in quite a pain.


Other: I will like for Nai to keep his previous memories of his stay here, if possible?

(no subject)

[personal profile] beyourwarmth - 2013-06-06 21:52 (UTC) - Expand
triskeles: (sᴜʙsᴄʀιʙє ᴍє ɴoᴛ ᴛo ᴅαʀᴋɴєss)

Derek Hale | Teen Wolf | reserved

[personal profile] triskeles 2013-06-06 10:14 pm (UTC)(link)
OOC INFORMATION
Player: Snow
Age: 24
Personal Journal: [personal profile] faoladh
Contact Info: conriochted @ AIM // [plurk.com profile] regisword
Other Characters: N/A

IC INFORMATION
Characters Name: Derek Hale
Age: Not given outright canonically (in the range of 22-24, with player working on 24)
Canon: Teen Wolf (TV Series)
Canon Point: End of season 2
Species: Werewolf
Gender: Male
Orientation: Tentative leaning on no preference with no immediate interest. Derek's last shown relationship was with a woman, but said woman burnt down his family home when he was sixteen with his family in it after having seduced him. Overall he spends two seasons focused on more important things, and he's got trust issues miles wide. Orientation probably wouldn't be a factor, in the end, as much as finally building trust with another person to that degree again would. So in the long run he's not going to be happy about having a spouse at all, regardless of their sex or gender.
triskeles: (αɴᴅ ι ғαʟʟ sʜᴏʀᴛ)

[personal profile] triskeles 2013-06-06 10:15 pm (UTC)(link)
History: @ the wiki
Appearance:
Approximately 220 pounds, give or take, of 6'2" man-shaped tank, Derek is dark-haired, scruffy, thick-browed, and looks a little like he was carved out of marble. His eyes feature central heterochromia (green with brown-gold around the pupil), though almost look colorless in a lot of light, unless he lets alpha red bleed into them. On his back, between his shoulder blades, is a tattoo of a triskele, the ink burnt into his skin. His wardrobe and hairstyle are both fairly simple-- leather jackets, henley shirts, wife beaters, jeans, things that are comfortable yet casual-- with his hair simply swooped up into the ever popular duckbutt.

However, like all werewolves, his facial features change when he shifts. Elongated claws are also synonymous with this face.

Personality:
Derek Hale is a six layer gordita of manpain. Manpain and guilt.* It weighs on his shoulders like a heavy burden, because even (six to eight) years after his family was killed? He's carrying that grief with him, and feels that he's at fault for the fire that burnt down the Hale house, family and home and all, when he was just a teenager. With his sister killed only in recent months, and his uncle untrustworthy after killing her in his madness, it's only worsened since.

And because of the error that he made in trusting a woman with a pretty face and words, he has intense trust issues. The only person that he did trust was Laura, his sister, and now that she's gone? There's no one he feels he can really trust. So despite his wish to have a pack again-- whether out of a sense of loneliness with a side of good intentions or just on a quest for power, as some may think, it doesn't matter-- he's a loner by choice most days. There are times where he'll seek out company, but it's either for his own means or rare and with a select few people. Interestingly enough, he doesn't tend to turn away people when they seek out him, though he's not exactly the most welcoming person.

His abrasiveness and anger and occasional violence, however, is largely in self defense. It's his way of reacting to things to keep himself safe, emotionally, mentally, and physically. He's not all posturing-- god, no-- but he does a lot of it to keep himself separate from others. It's how he keeps from getting burned again like he did before. And his anger is his anchor to his humanity, as rough and volatile as it is. Coupled with his guilt, it helps him stay grounded, even if it winds up leaving him a little misguided at times. Blind with fury and/or grief, and all. It really doesn't help that he's bullheaded and stubborn, prone to tunnel vision.

The thing here, though, is that he's not all aggression. Not entirely. Derek has strange charisma (both dishonest and actual), and an interesting sense of humor that's a mix of dry wit and bitter, sardonic sarcasm. He's actually got sass, which can surprise a person. He's intelligent, despite the brute force that he packs a punch with, and it shows in his behavior outside of rough decisions and in his commentary. It's a depth not many people seem to realize he has, because he keeps them at a distance (a con, to his supposed pros of keeping himself safe with his distrust and distance). There are even times where he's immature, with his humor. Kind of an ass, even. To pretty much everyone, even people he has some amount of closeness to.

And that's something all together. He's gotten his pack together both out of a necessity to himself, to replace something he's lost, but he's also close to them. Maybe he doesn't trust them wholeheartedly like he should, but he has a companionship with them. Even with people that there's a great deal of distrust, he's got banter and witty exchanges with. He almost, almost, has friends. And that's enough for him to be possessive and protective of them, in his strange way. While Scott turns away his offer of brotherhood, of pack and belonging, he still goes out of his way (and risks his life) to keep him safe. With Stiles, a human that he's constantly butting heads against, he turns his back on a threat to make sure that he's safe.

He's not all bark and no bite-- granted, he'll make threats a lot that he doesn't actively see through, but don't doubt for a second that he will bite if pushed to. It's proven when he literally does bite Victoria Argent so that he can save Scott's life.

Derek does care, in his own way. It's just hard for him to show it, because he's got so many layers of guilt and grief and anger holding it back. There's a potential there for him to be both a better alpha and a better person. He just needs to find it and maintain it, rather than turn around and fuck it up. He needs to find a way to trust the people that make up his pack, willingly or not.

tl;dr, Derek Hale is a werewolf version of a moonpie. Just wrapped in leather and badassery and angst.*

Abilities:
Werewolves found in the world of the Teen Wolf television series have a variety of abilities at their disposal. As an alpha werewolf, Derek's abilities rank higher than a beta's, and even higher than an omega's. He's still perfecting them, however, as he has yet to take the alpha form (a full shift into a wolf) as of the start of season three, and there are stronger alphas out there.
    Strength - Werewolves are shown to be much stronger than humans, capable of the complete and utter destruction of locker rooms and the rending of car parts. They can also take more of a beating, as their fighting style is mostly a lot of flips and a lot more throws. Derek has been thrown into walls, dumpsters, ceilings, etc and has been able to get back up again with very little trouble. It's only when he's been given a sound beating that he shows difficulty getting up again.
    Agility - Werewolves are faster and all around more agile than humans, on two feet and on all fours both. Employing a lot of flips, jumps, and launches in their brawls, it's shown that they're just overall much lighter on their feet and all the more quicker for it.
    Senses - Hearing, sight, smell, and taste are all amplified due to lycanthropy, even without the full moon. Tracking-- both by scent and sound-- are employed numerous times in the series by multiple wolves. The full moon seems to enhance these abilities, peaking the stronger the moon is.
    Healing - Rapid healing is common to all werewolves, but omegas cannot heal as quickly without a pack, and an alpha is capable of healing much faster than a beta in general. However, wolfsbane will slow or even completely hault any wolf's ability to heal, and injuries caused by an alpha will take any werewolf longer to heal from, regardless of their own status.
    Memory transference - By inserting their claws into a person's neck, they can share memories with the person-- and also take them away. Thus far, the only wolves shown to be able to do the latter have been the alpha back of season three, with Derek being the only one to do the former.
    Pain transference - Though only shown once in the series thus far, the ability to take pain from others-- animal and human alike-- is said to be a common ability among werewolves. This only means their pain is taken: the injuries or illness themselves remain.
    Immunity - Save for when signs of aconite poisoning or another supernatural induced reasoning are present, werewolves are immune to normal human illnesses and diseases. Erica's epilepsy is cured when given the bite, and the same can be said of Scott's asthma.
    Electrocution - Specific of Derek, he has a minor resistence to being electrocuted due to the torture that Kate put him through during season one. He's shown to be shocked by two tasers in season two, and it barely caused him any delay.

Other:
    * These quotes brought to you by your lovely Stiles player. Bless her soul she is a gift.


SAMPLES
First Person: Post + threads from [community profile] rubycity_rp

Third Person:
One could say that it wasn't exactly uncommon for Derek Hale to be out when most people were asleep in their beds. More common than anything else, honestly, due in part to the silence that fell over Beacon Hills and a general inability to sleep for more than five hours in one sitting.

There was too much to do, between traversing his territory and making sure Beacon Hills was peacefully unawares, training his overly dysfunctional pack, and overall trying to find a moment to breathe. From the moment he'd arrived back in town on Laura's trail he'd had very little time to catch a breath, and he'd barely had time to mourn Laura after she'd finally been buried properly. Not when one problem after another arose up to plague them.

Peter's madness, the Argents more than once, the kanima, dealing with his new pack...

Finding time to himself where he wasn't trying to formulate a plan or lick his wounds was pretty damn impossible.

Now, though, he'd found a brief moment to enjoy the quiet of the night. It made travel easier, at least, and by the time he'd reached his destination he would've had enough of a break that he'd be ready for whatever rambling explanation he'd wind up having to sit through.

Rolling his eyes, he ignored the easily accessed front door and began his easy climb up the house towards a familiar window. There wasn't an actual light on, he could tell, but it wasn't hard to miss the sounds of life inside or the dim glow of a computer, proving easily that there was a teenager awake at three in the morning up above him better than knocking on a door ever would have.


OTHER
Housing Request?: Nothing in particular.
Did you read the rules and FAQ?: 'course.
Would you like your application to be unscreened?: idc sure.
Edited (whoops changed my mind on a sample) 2013-06-06 22:19 (UTC)
speedlimit: (054)

Ichirou Takami, Eyeshield 21, reserved

[personal profile] speedlimit 2013-06-07 06:54 pm (UTC)(link)
OOC INFORMATION
Player: Blanche
Age: 25
Personal Journal: [personal profile] slendernan
Contact Info: [plurk.com profile] perfectassassin / av Isfolket
Other Characters: Mikoto Suoh @ [personal profile] warmest
speedlimit: (Default)

Ichirou Takami, Eyeshield 21, reserved

[personal profile] speedlimit 2013-06-07 06:54 pm (UTC)(link)
IC INFORMATION
Characters Name: Ichirou Takami
Age: 19
Canon: Eyeshield 21
Canon Point: Post time-skip / end of the manga.
Species: Human.
Gender: Male on both accounts.
Orientation:
He hasn't been shown displaying any sort of sexual or romantic attraction towards anyone, or any interest in romance in the first place (a true football head like the rest of them). And he wouldn't view the marriage as seen on Holly Heights as an actual marriage, after the initial confusion and surprise, it'd be more of a matter of being room-mates for him. With that in mind, a "wife" or a "husband" would be equally acceptable and he'll be the same level of awkward with either...

(no subject)

[personal profile] speedlimit - 2013-06-08 17:43 (UTC) - Expand
whoiwas: (Default)

Jack Frost | Rise of the Guardians | Reserved

[personal profile] whoiwas 2013-06-07 09:59 pm (UTC)(link)
OOC INFORMATION
Player: Karma
Age: 24
Personal Journal: [personal profile] shuyin
Contact Info: AIM: energyraining, plurk: stetsonsarecool

IC INFORMATION
Characters Name: Jack Frost
Age: 318
Canon: Rise of the Guardians
Canon Point: Post ending.
Species: Winter Spirit (Originally human)
Gender: Male
Orientation: Jack is shown to act fonder around Toothiana, the female of the group, similarly to a school crush. However, he isn’t shown to have a very strong orientation, so either.

History: Here.
Appearance: originally here, but since his appearance ties in with his powers, he’ll look like he originally did while he’s here.

He's about 5'10" and his teeth sparkle "like freshly fallen snow".
Personality: Upon a superficial glance, Jack Frost has been viewed as a havoc-wreaking troublemaker. As the Winter Spirit, Jack has many powers at his disposal. From playing pranks such as freezing someone's tongue to a fountain, to causing a disasterous blizzard of '68 that ended up making Easter a not-so-fun experience for a certain other guardian, Jack refuses to live by any rules or boundaries. There's a reason he held the record on the naughty list before he ended up becoming an official guardian. With his surprise snowball fights and a nature as seemingly freespirited as the wind he rides, Jack seems to embody the teenager who's a child at heart.

However, Jack has been a spirit for three hundred years, and in that time he has been unseen by humanity. Brought to life by the Man in the Moon (which for the future will be abbreviated as MiM), Jack was given only a snippet of information: his name. After that, Jack was left to his own devices, only to discover shortly later that people could not see him, could not hear him, and walked right through him like he was a ghost. Jack has had years to try and get someone, anyone, to see him, and many of his attention-seeking actions have put him on the Guardians' radar, but they're busy, and he isn't given much thought. Without any memories, he's developed an identity of his own, albeit one that leaves him feeling as if there's still much missing. Determinedly, stubbornly, he has never given up on trying to be seen. Despite his desire to be acknowledged, years of isolation and silence have left Jack to pretending, and eventually partially convincing himself that he does want to be alone. He isn't a loner by choice, even if he'd say otherwise. When he's suddenly met by a great deal of attention and interest from the other guardians, his first reaction is to reject them.

When it comes to how Jack acts around others, he's sarcasm and mischief bundled up into a mess of too hyper nerves. He has many quirks, and tends to be very expressive in his movements. When he's ecstatic, he'll jump around, swinging his fists and landing on surfaces most would find impractical. When he's down, he'll become a lot more subdued. His posture will shift to more of a slump. And, often normally, he'll appear laid-back, effortlessly graceful with a little theatrical flourish here and there. Undoubtedly, Jack's most important item to himself is his staff, and he can be found hugging it closely when he's unsure, and waving it as if it's an extension of himself when making mischief, or protecting children--and that's basically what it is.

He knows he likes games, finding genuine joy in making sure children have fun, even if they can't see him and know it's him. Beyond that, Jack doesn't have a strong sense of self, admitting to North that he doesn't know what his personal center would be, and when upon learning he can find his memories of who he was, is surprised, and eager to recover them. He's Jack Frost, and for a while that's all he knows. As a spirit who has been roaming the earth for 300 years, without any rules or responsibilities, Jack has interacted with the children more than any of the other Guardians, and therefore, understands better when it comes to interacting with them. Dying and becoming Jack Frost at only 17, his insecurities begin to make sense. One insecurity he struggles with during certain points is believing that all he does is make a mess, disappointing the ones he looks up to, the Guardians. This point is brought up by Pitch, and later on affirmed by Jack at his lowest moments. Jack's fears stem from being alone, and not knowing who he is or why he's here.

Still, Jack is the sort of person to make the best of what he has, possessing inner strength and sense of fun that is stronger than his insecurities. Jack is lonely, but still a very social person. As much as he wants to be acknowledged and seen, the happiness of everyone else comes before his own wishes. This is why he rejects Pitch's offer to join up with him; he doesn't want to be feared. And, of course, this is why he made a game out of saving his sister on the frozen lake, before falling into it as the ice broke apart himself.

And what better way to bring happiness than by having fun? Because that's what Jack is: The Guardian of Fun. It's when Jack realizes this and knows who he is, does he begin to flourish as a Guardian. While he begins to warm up to the Guardians before he regains his memories, he has an easier time getting closer to the others without feeling as if he's stumbled into a group he doesn't belong in when he realizes his purpose.

The Guardian of Fun, Jack has different facets to his personality, but also some simplicity at times. He'll leap in joy from just being seen, and now that he knows who he is, he's much more comfortable choosing a side, rather than sticking to his own neutral party. He might seem immature, and he is, and he'll annoy you and do all the pranks he can think of just for fun, but he also harbors a powerful wisdom. The best way to fight fear, is to have fun so it is no longer frightening.
Abilities: Basically Jack has free reign over anything Winter or weather of that season related. He’s able to fly on the wind, conjure up snowballs without so much as a thought, and makes intricate, fernlike patterns of frost. He can make ice lightning. Also, because his center is fun, he’s able to actually put it into his snow. There’s a hint of blue magic when this happens. When his target is hit, they’re able to relax, and, well, have fun. He’s also an incredibly agile parkour artist, leaping from buildings and off of walls as if it’s nothing. Part of this agility definitely comes from his more supernatural powers, but as a human, he was shown to be quite agile too, climbing trees and such. Jack really doesn’t like simply standing on the ground. His wiki page also says he knows kendo.
Other: N/A

SAMPLES
First Person: link

Third Person: It was warm and it was bright. And Jack was getting restless. The whole suburbia thing never sat well with him. He didn’t like predictability, he didn’t like gates and how they closed everything off, making him feel trapped, keys or not. He had to laugh a little bitterly. He had spent his whole life not wanting responsibility, and now that he found one, he had been taken away to what felt like a set off of the Twilight Zone. He had caused trouble from the beginning, but as time went on, he did so more often, itching to escape, to fly off and go where he wanted. Since he couldn’t leave, he settled for the park.

Bare foot, he walked through the grass, every once in a while glancing at people playing, or jogging, or anything in between. He missed his snow. He felt like he was missing a limb, or an important piece of him. He missed the others. If he had his powers, the park would have been a practical wonderland by now, while any institutions would have been iced shut. For now, he flopped back in the grass, watching the clouds. It was both nice and disconcerting to be able to bask in the sun like this. He didn’t lie there for very long before he was bored with that and climbing up the branches of a tree. He let himself fall backwards, knees locking him in place. Someone was walking up to the tree, and as soon as Jack realized they were too absorbed in their own thoughts to notice him, he leaned down a little lower…a little lower…and got it! He grabbed the person’s hat, before tossing it in the air. He fought not to laugh as he watched whoever it was yell and run after it, finally chuckling a little when they were gone.
He decided to keep doing this until he finally got someone’s attention. Go walk under him?

OTHER
Housing Request?: Preferably Pitch, from the same canon, who’s being apped this round.
Did you read the rules and FAQ?: Yes.
Would you like your application to be unscreened?: Sure.
Edited (the coding was messed up and I posted the same link twice. Sorry!) 2013-06-07 22:01 (UTC)

Re: Accepted

[personal profile] whoiwas - 2013-06-08 20:48 (UTC) - Expand
cursebreaking: (Default)

Emma Swan | Once Upon a Time | Not Reserved

[personal profile] cursebreaking 2013-06-08 02:28 am (UTC)(link)
OOC INFORMATION
Player: Christine
Age: 27
Personal Journal: [personal profile] lukoi
Contact Info: AIM: circusofthedamned | plurk: [plurk.com profile] hufflepuffed

IC INFORMATION
Characters Name: Emma Swan
Age: 29
Canon: Once Upon a Time
Canon Point: After the events of 2x22, “And Straight On ‘til Morning”
Species: Human
Gender: Female
Orientation: Heterosexual

History: Emma @ the OUaT Wiki
Appearance:
cursebreaking: (pic#5735253)

Emma Swan | Once Upon a Time | Not Reserved

[personal profile] cursebreaking 2013-06-08 02:29 am (UTC)(link)
Personality: Generally, the first thing that most people notice about Emma Swan is that she is an exceptionally strong and stubborn personality. She is quick to cut to the chase in any situation and is both blunt and direct, as well as aggressive when she feels that information is being withheld and she’s being left in the dark. Despite her tendency towards harsh words while under pressure, she is good at keeping her temper in check, and is far more likely to take a step back, breathe, count to ten, and re-assess the given situation, allowing herself the opportunity to attack it from another angle. She is quite resourceful, and is in possession of shrewd observational skills. She claims to have the ability to tell when other people are lying, which appears to be true, except in very rare cases, such as being fooled into her alliance with Sidney Glass. She often refers to it as her ‘superpower,’ though whether it’s an actual power or the result of many years spent learning to observe and read people remains to be seen.

Observing people was often where it ended, however. Emma considers herself a loner, having been constantly shuffled through the foster system as a child and becoming a runaway as a teenager, moving from place to place and never stopping anywhere long enough to form relationships – until she met Neal Cassidy, Henry’s father, who quickly took to running right alongside her. His betrayal of her trust was not the first she’d ever experienced, but it may have been the betrayal that hurt the most, aside from her long-standing resentment towards her parents for giving her up. Though she already had great difficulty trusting people, Neal abandoning her and leaving her to spend close to a year in prison was enough to make her close and lock the door against anyone else who might try to get in. She prefers to keep people at arm’s length – or further – and uses sarcasm as a shield. She does not trust people easily; even her son had difficulty earning it from her when they were first reunited. She is a woman who is very used to people telling her what she can and can’t do, but takes great pride in her ability to take care of herself and prove those people wrong. Her issues with abandonment run deep, and even now, with her family reassembled and her having learned the truth of why she was given up as a child, it’s difficult for her to conquer those old habits. She looks for reasons to shove people away, and is quick to do so when she sees the opportunity, as shown when she realized that Graham was involved with Regina, hurrying to slam the door on him without giving him a chance to explain himself.

Emma is quite the skeptic, even now that the curse has been broken. She is, by design, rather cynical and considers herself to be a “realist,” which means she often closes herself to the ideas and opinions of others, especially if they’re a little far-fetched. When stories of the curse came only from Henry, it was easy for her to write it off as a child’s fantasy, but when August arrived and tried to push her to believe, she stubbornly pushed back, and was so unwilling to believe in anything beyond her own reality that she was unable to see any evidence of magic, even when it was right in front of her eyes. Even now, with the curse broken and everyone’s memories returned, she has difficulty taking things at face value, made evident several times during her travels in the Enchanted Forest alongside her mother. While she has clearly become a believer in magic and what it can accomplish, she still tends to second-guess things that she’s unfamiliar with or doesn’t understand, and it takes her a little while to wrap her head around certain ideas or facts of life in the Enchanted Forest at times.

Due to the fact that she’s never been one to put down strong roots, the idea of anyone depending on her quite frankly scares the hell out of her. It was bad enough when she thought it was just her son and his desire to pull her back into his life (though it didn’t take long for her to want the same thing), but when presented with the idea that she’s the savior meant to break Regina’s curse, she can barely comprehend it. All she can say is that it’s something she never asked for, that anyone depending on her is screwed – it’s far more responsibility than she’s ready or willing to accept. Though her stubbornness and determination mean she has the potential to be a strong leader, fear of commitment and responsibility often hold her back. Even after the curse is broken, she continually insists that she’s no one’s savior, that everything she’s done up until now was luck or because someone else designed things so that she would just be in the right place at the right time. What she needs most is a push, and that push often comes from Henry. Though she had never intended to see her son after sending him out into the world to get what she hoped would be his best chance, now that they’ve been reunited, he means more than anything in the world to her. Henry’s safety and well-being are her utmost priorities, and Henry has used this to his advantage. If Henry hadn’t fallen under the sleeping curse that was meant for her, Emma never would have freed the town of Storybrooke – but the fact that Henry needed help meant that she could suddenly forget her plans to run away from the task set before her and instead, do absolutely whatever it took to get him back. Storybrooke’s freedom was a side-effect. Henry’s safety was her priority. She puts him first in everything she does, consequences be damned. Nothing matters more to her than her son.

Though her trust and loyalty are difficult to earn, once they’re truly won, they’re yours for life. She is interested in making up for lost time with her family now that they’ve been reunited, though there is some awkwardness there – she’s unsure of how to go about it and is not used to openly showing affection, though both Henry and her parents seem willing to be patient with her on that front. Stability is something quite new for her, but she’s become more willing to try and change as time goes on, wanting to be someone her son can rely on, as well as others. She has also allowed herself to become more open-minded and a bit softer than she once was, more receptive to new ideas and the prospect of letting people in – though she’s still plenty wary about that last one. Still, one step at a time. There’s progress.

Abilities: Emma does not have abilities so much as she has potential. As was pointed out by Gold, she is the product of true love, which is something incredibly powerful in itself. She has been shown to possess great potential as far as magic is concerned, but doesn’t know how to put it to use without guidance. She has been seen using magic in order to look into Pongo’s memories to witness Archie Hopper’s supposed murder, but other than that, she is inexperienced.

She tends to refer to her ability to tell whenever people are lying as a ‘superpower,’ but it’s not always reliable and it’s likely that this ability is more the result of experience and intuition rather than a natural-born talent. That said, she is incredibly good at reading people and is right more often than not in situations where someone’s honesty is being called into question.

Though not necessarily special abilities, it’s worth noting that she’s experienced in handling firearms and in tracking people. She can also fumble her way through a swordfight if need be, but she’d prefer to stick to guns or her own fists in a matter of self-defense, thanks very much. Anything in a pinch, though. She’s had to heft a sword enough times now that she’s gotten pretty decent at it.

Other: N/A

Apologies! Revisions here.

[personal profile] cursebreaking - 2013-06-08 16:11 (UTC) - Expand

(no subject)

[personal profile] cursebreaking - 2013-06-08 16:17 (UTC) - Expand
lucanus: pixiv id #2346464 (10)

Lon'qu | Fire Emblem: Awakening | not reserved

[personal profile] lucanus 2013-06-08 02:52 am (UTC)(link)
OOC INFORMATION
Player: Caitie
Age: 21
Personal Journal: [personal profile] commandant
Contact Info: AIM: mizukarasu || [plurk.com profile] commandant
Other Characters: Nicolas Brown

IC INFORMATION
Characters Name: Lon’qu
Age: unknown, best guess is early 20’s
Canon: Fire Emblem: Awakening
Canon Point: After defeating Gangrel and the several month gap of relative peace, but before any of the kids are met.
Species: human
Gender: male
Orientation: Other than a deep adoration for his mentor Basilio, Lon’qu is 100% straight. That said, he has an aversion to women, born more from trauma than actual dislike.
History: here
Appearance: here!!
lucanus: (07)

[personal profile] lucanus 2013-06-08 02:53 am (UTC)(link)
Personality: Lon’qu is a man of few words. While he’s given more to dueling than discussion with anyone, he’s especially withdrawn towards women. This sort of phobia stemmed from a traumatic experience in his childhood that made him afraid of becoming close with another woman because of the death of his close friend Ke’ri when he was unable to protect her. The reasoning seems to be somewhat subconscious, as it manifests as an aversion to physical contact or proximity of any kind with females. While it is lessened somewhat in most of his female supports, generally whichever woman he marries is the exception to the rule.
In general, Lon’qu is cold and blunt when spoken to, and oddly nonchalant about his profession, repeatedly referring to what he does as “stabbing people” with a straight face. Likely this is due to him having been familiar with the sword for a long time. From growing up as a scrappy youth in the slums to being Khan Basilio’s champion in the annual contest, Lon’qu has been a warrior almost his whole life. While his nature is generally deadly serious, he can be surprisingly pliant in certain situations. Despite being initially resistant, he agrees to play with Nowi in his support, and in fact continues to play “house” with her despite claiming to not enjoy it.
Deep down, he does have a bit of a childish side, likely due to not having much of a normal childhood himself. When he plays with Nowi, he actually seems to get rather into it, not just playing along to make her happy. He also seems to regard Basilio very highly, seeing him as a role model and a goal to strive towards. This is underscored in his support with Gregor, as is the fact that Lon’qu is comparatively quite young and inexperienced. Upon learning that Gregor once matched blades with Basilio, he demands a duel , and when turned down, accuses Gregor of being a coward. Essentially it was the usual child’s counter, “what are you, chicken!?” in fancier words. In times like this, he gets incredibly stubborn and determined. Continuing with Gregor, the mercenary says he won’t fight anyone unless he’s being paid, Lon’qu comes back and pays him to give him the duel he wants. When Gregor exploits a loophole in the rules, Lon’qu gets upset and complains it was unfair. Again, a common argument with children. This isn’t usually particularly overt, though. Lon’qu’s normally serious demeanor usually disguises the fact that he is still a young man, probably still in his early 20s.
He isn’t nearly as cold as he tries to make it seem, either. He gets nervous and embarrassed when he likes someone, claiming he doesn’t really know how to handle situations like that. Despite that claim, he can be rather dashing when he tries to be. Once he works up the courage to do something, he’ll see it thought to the end.
Abilities: Given that he was Basilio’s champion for quite a long time, it’s plain that he’s a very accomplished swordsman. He is also noted as being the “deftest potato peeler,” so he’s as good with a knife as he is with a sword.
Other: Lon’qu seems to be rather fond of bugs! Lissa teases him once about spending an entire afternoon catching butterflies, and affectionately equates stag beetles to “tiny swordsmen with twin blades.”

(no subject)

[personal profile] lucanus - 2013-06-08 02:54 (UTC) - Expand
unionjacking: (Tea Time)

England | Axis Powers Hetalia | Reserved

[personal profile] unionjacking 2013-06-08 03:15 am (UTC)(link)
OOC INFORMATION
Player: Meta
Age: 23
Personal Journal: [personal profile] metanaito
Contact Info: AIM - metathepanda, RP e-mail - metathepanda[at]gmail[dot]com, Skype - metathepanda, Plurk - [profile] metathepanda
Other Characters: None

IC INFORMATION
Characters Name: England, though as the center of government he also technically represents the United Kingdom of Great Britain and Northern Ireland. His siblings, the other British Isles, don't enjoy that very much. He also goes by his human name, Arthur Kirkland.
Age: He appears to be about 23, but in reality he is somewhere around 2000 years old.
Canon: Axis Powers Hetalia
Canon Point: Present Day
Species: Nation; he is humanoid, but more or less immortal, and infinitely more resilient than an average human. His health is tied directly to the vitality of his people as well.
Gender: Male
Orientation: It is not entirely clear from the canon, though it seems most likely that he is in one way or another bisexual; it is clear from his many political unions throughout Europe that he does not have much of a preference for gender. But looking into homosexuality in Europe it's likely that even if he did have homosexual urges, he's gotten used to suppressing them or ignoring them. On the Kinsey scale, I would estimate he's approximately a 2.5, but he expresses himself as a 1. Either way, he will not take well to suddenly being married (if his canon refusal of France's "proposal" is any indication).

History: Wikipedia entry and Hetalia wiki entry for England's history
Appearance: Full body

England is in canon 175 cm (approximately 5'9"), the same height as France and just slightly shorter than America. He seems thin, but this is more of an illusion than anything - he clearly has muscle tone; he simply has a leaner body type which makes him look smaller. In reality, anyone who mistakes him as weak or skinny will get a (perhaps unpleasant) surprise, given how strong the nations appear to be. He has shaggy blond hair that comes down a little past his ears, and green eyes. The other noticeable things about him are his eyebrows, as they are remarkably huge. England's Marukaite Chikyuu ending theme also mentions a tattoo, in the shape of a guitar. It is unclear where this is, and is not mentioned really anywhere else.
Personality: At first glance, England appears to be the typical "stuffy British gentleman" - to strangers he appears quite proper and polite, but keeps a sort of aloofness about him that creates emotional distance. Around someone he knows – depending upon who it is, of course – he warms up a bit, tending to be a little bit friendlier to his former colonies, with the exception of America, whom he loves dearly but who also annoys the crap out of him. Strangers who get to know him tend to get treatment similar to his former colonies, unless they've done something to really piss him off. There are, however, many notable exceptions. America is definitely an exception to the "fond to former colonies" rule, as he bickers with America almost constantly, questioning most of his plans and objecting to him wanting to play the hero. His siblings, too (such as Sealand and Scotland) tend to get the brunt of his sarcastic comments because they outright annoy him, mostly because they never listen to him and the older ones (Scotland) bullied him when he was younger. Thus, he usually does not treat them very well. France and Spain he outright loathes, though this is mostly due to past history with the two. He and France will pick a fight the instant they lay eyes on each other, and it may possibly even be worse with Spain depending on his mood.

As for a more inside look at his personality, he tends to not be able to express his true feelings to... well, anyone, really. There are some exceptions to this rule, as there are some exceptions to how he treats his castmates, but it's clear that he has a hard time saying how he really feels to a lot of his fellow nations as well. He tends to phrase things in terms of logic rather than his emotions (for example, telling America that his idea to create a giant superhero to fix global warming isn't possible, not saying that he personally thinks it's stupid). Not to say that he doesn't feel anything like a robot, but he is remarkably good at putting up a front of being seemingly invincible. Despite this, he does often care about what other people think, especially when it relates. One notable example is when he attempts to get America drunk to find out his former colony's innermost secrets, and being such a lightweight, he ends up getting drunk instead, and spilling out his innermost secrets. Another notable example is from when he was young, when he grew out his hair to be more like his older mentor, France - despite not getting along well, even back then.

While relatively young compared to some nations, England has dealt with his own hardships. He has been conquered by the likes of Rome, the vikings in the Scandinavian regions, the Normans in 1066, the bubonic plague, and the multitude of regional and global wars he's been involved in, he grew up fighting and he still knows how to fight. He often gets into fistfights and faux swordfights with France, verbal arguments with his brothers and America, and of course he defeated the Spanish Armada with his navy before the Golden Age of Piracy. During these fights, he can get downright mean, tossing insults this way and that, sometimes even digging into painful subjects (such as mentioning Agincourt to France when he was interrupted at a world meeting).

Mostly all of his military victories and other discoveries are a source of great pride, one that can morph into arrogance in his speech - and generally, he seems to know he's being arrogant, as he is quite aware of himself and his shortcomings. while he sometimes truly is a gentleman, at other times he hardly shows any gentlemanly feelings or thoughts at all. This leads to many nations disliking being around him, because he can be downright unpleasant to be around when he is angry. He does tend to give off a "lone wolf" vibe sometimes, but usually this results in him feeling lonely, not in self-confidence that he usually attempts to look like he possesses. In fact, he's quite self-conscious and sentimental, as can be shown by the actual depression he falls into when July 4th rolls around.

It is important also to be aware of his hobbies. The first, and likely most notable one, is his magic. Magic is a hobby that he often makes use of, sometimes even inviting other wizards to his home for larger projects (which hilariously resulted in America walking in on them and being told it was a "costume party"). He has a fondness for literature also, and has a vast literary tradition which he is also quite fond of. He also is quite a fan of rock music, most notably his own, though this seems more likely to be relating to the British Invasion of America. Still, his character CD shows him with an electric guitar, and it is mentioned that he has a guitar-shaped tattoo (as explained above). Further, he is an awful cook. This is something else he is self-conscious of, attempting to convince people that he truly is a good cook, even though his scones were bad enough to make Prussia pass out, and restart an alien invasion after the aliens seemed to be willing to make peace with the nations. Another thing he is seen doing often is cross-stitching, implying that he does enjoy domesticity and related activities to some degree (hence his insistence that he is a good cook).
Abilities: As a nation, England has some standard "powers" - namely, immortality, increased speed/strength/stamina, rapid healing, etc., but his list of powers does not stop there. England is actually one of the very few nations who has some sort of magical power other than their nationhood. He can see many mythical creatures in many places, even as far distant as Japan (where he not only saw a tengu, but had a lovely conversation with a kappa and another spirit in a hot spring). He talks about summoning demons, so it is likely he can also see them. He also sees many fae creatures and ghosts of old pirates - just your general myth and folklore spirits. There are also some downright weird mythical beings he can see, the most notable being Flying Mint Bunny. It is a flying bunny. Whose fur is mint-colored. He can see and speak to all of these creatures, but the others cannot, so he looks mostly like he's talking to himself.

It is also clear that England possess the ability to actually cast magic. In terms of what he can cast, it is implied in his character song Pub and Go that he can not only cast white and black magic, but he is quite apt at curses as well. It is unclear as to what this entails, as the only true magic he is ever seen casting is an attempt to summon a demon - which ended up summoning Russia instead - and also changing someone into a child. It appears, then, while he does not use his magic that often in canon, that he can do a great many things with it. The methods he uses are also varied - some involve magic circles and chanting, while turning people into children requires only a "magic wand" - a star on the end of a stick.
Other: None

SAMPLES
First Person: Recent Dear Mun post

Third Person: Waking up with a start was never pleasant - but waking up outside? This was unexpected. Even when he was drunk, England usually had enough coordination to get his door open and get to bed (even if it took him a few tries unlocking the door in the first place). But he didn't feel like he'd been drinking - only a bit chilly, but whoever had found him here had been nice enough to pull off his suit coat and drape it over his front. At least it was decent out, and the sunrise was quite beautiful despite so many clouds in the sky. After sitting up in the lawn chair, and popping his back into place again with a grunt, Arthur Kirkland stood and got a better look at his surroundings.

A clink distracted him, when he reached down and felt something in his pants pocket - a keyring, with several keys. Pulling them out and examining them, and then glancing down the bizarrely repetitive street, England turned to look at the house behind him. He didn't recognize these keys, this house - anything. "Where in god's name am I?" He muttered to himself, searching for signs of anyone. It seemed to be too early for anyone to really be up, which unnerved him. Arthur didn't even see his usual ghosts or faeries anywhere. That part disturbed him the most.

Again searching on his person, England felt what seemed to be a cell phone - again, not something he recognized - and his first instinct was to look through the contact list. To his surprise, he had a great many people on the list whom he did recognize; America, France, Austria, Romania, Norway, and many others, they were all here. But, there were quite a few more that England didn't recognize. While messing around with his phone's options, he again began muttering to himself, "Whoever thought this would be a brilliant joke is going to get it when I find them. Oh, I'll give them more than a piece of my damn mind, that's for sure!"

He attempted to delete one of the contacts he didn't recognize, but his phone simply came up with a simple COULD NOT DELETE CONTACT. "What? Are you serious?" Arthur growled, not even bothering to be quiet anymore. "You sodding piece of shite-!" He was only interrupted by a loud clap of thunder above him, as torrential rain began suddenly pounding down, making loud sounds against the roof and the car.

"Fan-bloody-tastic!" Arthur yelled, cursing his usual bad luck that seemed to have followed him here. After letting out a few more choice oaths at the sky, he attempted to cover himself with his suitcoat, until he finally just gave up and rushed to the door, fumbling again with the keys to see if he could get inside.

OTHER
Housing Request?: No preference.
Did you read the rules and FAQ?: Yes I did!
Would you like your application to be unscreened?: Yes.
serials: (II.)

Touko Fukawa | Dangan Ronpa | Not Reserved

[personal profile] serials 2013-06-08 03:30 am (UTC)(link)
OOC INFORMATION
Player: Cherie
Age: 22
Personal Journal: [personal profile] marieantoinette
Contact Info: this.starlight(at)gmail.com
Other Characters: N/A

IC INFORMATION
Characters Name: Touko Fukawa
Age: Roughly 16 at the start of the game, but currently around 18 due to timeskip/memory loss shenanigans.
Canon: Dangan Ronpa
Canon Point: Chapter 6, pre-trial
Species: Human
Gender: Female
Orientation: Heterosexual

History: Dangan Ronpa LP; Touko's wiki link & free-time events - 1, 2, 3, 4, 5; Syo's wiki link & free-time events - 1, 2, some of 3.
Appearance: link
serials: (VI.)

Touko Fukawa | Dangan Ronpa | Not Reserved

[personal profile] serials 2013-06-08 03:31 am (UTC)(link)
Personality:
Touko Fukawa has a nervous disposition and a severe persecution complex that bleeds into just about every interaction she has. Her social skills are very poor, and when she's not assuming that everyone she meets is repulsed by her, she's actively insulting them at every turn. Often anxious, Fukawa is prone to automatically distrusting others, and seems nearly incapable of forming civil relationships.

Unfortunately, much of Fukawa's unpleasant nature is uncontrollable to her. Her attempts to keep a distance have been so ingrained in her psyche, sometimes Fukawa will automatically hurl an insult at someone she actually somewhat likes only to regret it immediately after. It's clear that she isn't used to speaking with others at all - more than once, she brings up having never eaten meals around other people before. She was often tormented in her youth, and is an incredibly miserable person all around.

As poorly as she thinks of most others, Fukawa likely despises herself most of all. She's constantly convinced that everyone is disgusted by her and hates her, and her suspicious nature quickly causes it to come true. Her antisocial tendencies, however, are even more to protect others than they are to keep herself safe from the rejection she's thoroughly accustomed to and instinctively expects. She also seems to often neglect her own personal hygiene, likely out of a combination of obliviousness towards basic socializing and possibly a distaste for having to see her own scars.

Despite the fact that her bestselling novel, Before the Sea's Scent Fades Away, was a dramatic love story with enough pop cultural influence to give fishermen sudden popularity among teenage girls, Fukawa herself has zero romantic experience. Her crushes and one potential date ended with disaster and torment, though without them, she may have never become inspired to write in the first place. As the "Super High School Level Literary Girl", she's intelligent, a gifted author, and likely very well read. However, her paranoia gets the worst of her and she often makes snap judgments based on her erratic emotional states instead of taking a moment to legitimately study a situation. Fukawa is often out of touch with reality to the point of being delusional, and more caught up in fretting and fantasizing than her immediate situation. Additionally, she's a born follower, and loathes anything resembling taking initiative.

Fukawa has an obsessive and codependent sort of personality. Her psychological repression manifests itself into a somewhat bizarre and perverse nature, aggressively stalking the objects of her affection and seeing any ill treatment she receives as romantic gestures. Hypocritically, she's quick to accuse others of being lecherous or "dirty girls", when she's the one who's overcome with lust at the smallest (and strangest) provocations (human garbage cans, anyone...?).

Without a doubt, the greatest of Fukawa's eccentricities is the secret existence of her "second personality". A sufferer of disassociative identity disorder, Fukawa has a dangerous alternate self. It's unknown how this split occured, as neither can explain it, but it's likely a result of her various insecurities combined with a morose childhood. "Genocider Syo" (as she was dubbed in the media) is a ruthless serial killer, targeting men she finds attractive and murdering them in a ritualistic fashion. She crucifies her victims and even crafts her own murder weapons - an arsenal of scissors she keeps strapped on her thigh, right next to the carved tally marks on her leg that indicate her kill count. One particularly memorable flourish is using her victim's blood to sign her crime scenes with a dramatic slogan: "bloodstain fever".

Where Touko is withdrawn and nervous, Syo is bold and brazen. If Touko mutters obscene innuendo, Syo may as well be shouting it from the rooftops, laughing all the way. In general, Syo delights in her own unpredictable, boisterous nature, and particularly her ability to do whatever she pleases without abandon. She behaves erratically, talking in circles, using longwinded and inconsistent metaphors, and making jokes about everything. Though she only commits her trademark murders on her preferred victims, Syo remains violent and impulsive, and will still attack others on whims. Put simply, she is the unrestrained sadist to Fukawa's repressed masochist.

Though Syo is dangerous, she does have her limits - namely, her lack of amusement in Despair's goals. Fukawa herself feels very at odds with her terrifying other half. She's horrified by blood and dreads losing control of herself, trying in vain to shut away a side of her who behaves autonomously like a different person, complete with her own separate memories. Fukawa wants nothing more than for Syo to disappear, but she has no way to even reign her in. Syo sees Fukawa as boring and far too gloomy, but doesn't really seem to think about her much at all.

Notably, Togami, the most recent object of Fukawa's affections, has been an unusual case for her lifelong pattern of crushes ending in homicide. She's almost immune to his cold behavior and frequent insults, and most importantly, Syo has no immediate desire to kill him. She actually feels resistant to committing her murders at all, seeing them as basically "cheating". Regardless, "friendly neighborhood serial killer" or not, Fukawa remains unsettling and Syo continues to be downright frightening.

Abilities: Aside from Fukawa's intellect and creativity, as Syo, she has quite a bit of skill at both crafting and wielding her many pairs of scissors. She's been able to kill numerous young men (likely due to a combination of quick reflexes and the element of surprise), and miraculously has been able to completely avoid any detection by the police, despite being an infamous serial killer.
Other: Syo takes over when Fukawa is overwhelmed by the sight of blood, and particularly if something causes her to faint from shock. Additionally, sneezing seems to immediately switch whichever personality is currently at the forefront.

Revision

[personal profile] serials - 2013-06-08 16:43 (UTC) - Expand

(no subject)

[personal profile] serials - 2013-06-08 17:41 (UTC) - Expand
axehold: (Default)

flavia | fire emblem: awakening | no reserve | {1/3}

[personal profile] axehold 2013-06-08 05:00 am (UTC)(link)
OOC INFORMATION
Player: Kitty
Age: 14
Personal Journal: [personal profile] lavanta
Contact Info:
skype → shsllettuce
plurk → [plurk.com profile] traumateam
Other Characters: Mikan Tsumiki [personal profile] antipyretic

IC INFORMATION
Characters Name: Flavia
Age: 25 (?)
Canon: Fire Emblem: Awakening
Canon Point: Post-Grima fight (after the last chapter of the game ends)
Species: Human
Gender: Female
Orientation: Heterosexual; she is only able to pursue a marriage with the male unit of the game. Although the female unit is confused and believes Flavia to be advancing onto her in their support conversations when she says she wants the female unit to be a part of her family, she explains that what she really meant by this was that she wanted to adopt the female unit as a sister. In addition, she states that Chrom, a male character, is "quite handsome."

History: Here.
Flavia is the Khan of East Ferox, meanwhile Basilio, her rival, is the Khan of West Ferox.
Appearance: Here.
Personality: Flavia is a woman of gracefulness yet at the same time she can be quite masculine and strong-minded. In any case, this does not make her less appealing; she is a person of common worship, as many look up to her and admire her independence, skill, and kindness.

She has a maternal aura to her that can be controversially looked at as either overprotective or very caring. She lives up to this role by looking out for everyone in Chrom's army ang demonstrating a general big-sister type attitude, which includes playing around with others, cheering them up, and doing various favors without being asked beforehand.

Furthermore, Flavia propels herself throughout the game as a person who can withstand whatever others throw at her and openly stand for what she believes in. She isn't afraid to pick a fight if someone if need be. However, if she finds an enemy endearing or that particularly piques her interest, she will never not offer to take them along with her. She treats each opponent equally, no matter what she says to them pre-battle.

❝Well, look at you. You actually seem like you might have some fight in you. How about abandoning this invasion and coming to Ferox to hone those skills? You'd rather keep the beach? The summer sea truly is a force to be reckoned with...❞

Lastly, Flavia is a brave and heroic woman. Even though she is not exactly on great terms with Basilio, she comes with him when he attempts to defeat Walheart, the leader of an enemy army, when she learns that the risk of his death was dangerously high. She stays with him until the end, even when he tells her to leave him behind to avoid risking her own life. She gives him encouraging words when he is about to die and jeers him on to get up. She cries for him and seeks revenge after his untimely death.
Abilities: Her starter class is hero, and as such, is skilled in the art of swordsmanship and can also fare well when equipped with an axe.
Sol (FE13) Sol: recover HP equal to half the amount of damage dealt.
WeaponSaver Armsthrift: trigger rate = (luck x2)%; attack does not consume weapon use.
LateInitiative Patience: increases hit and avo +10.
Other: For obvious reasons, the Flavia I'll be playing is not married to the male avatar. As a result, she does not have Morgan as a daughter.
axehold: (Default)

Re: flavia | fire emblem: awakening | no reserve | {2/2}

[personal profile] axehold 2013-06-08 05:00 am (UTC)(link)
SAMPLES
First Person:
[ She clicks her tongue, scratching the back of her head with her free hand. ]

What in the gods' name is this thing...?

[ Cellular device and human hand clash together as she pounds the object against her palm. Maybe a little too hard. ]

Is there purpose to such an object?

[ Somehow, Flavia manages to turn the video camera on through her fooling around with it. Maybe she gets the memo, because she abruptly starts speaking into it after a few more moments, holding it far away so her full bust is visible. Confidence is written on her forehead. ]

Khan Flavia of West Ferox here... Is anybody there?

[ Her hearty voice bellows into the microphone, though she hears no response. Confusion hits her like a brick but she smiles anyways. ]

Well, if anybody's there - anybody at all... Let me know.

[ She gives another reassuring yet rogue smile before once again fumbling with the device to turn it off. In the end, she threw it at the ground and left it there, too agitated with it to finish what she started. ]
Third Person:
For the first time in her life, Flavia doesn't know what to do. She's always been the kind of person that others looked up to; a model for people who seeked independence. Even so, she's never felt as confused as now.

To begin with, she doesn't know what the thing in her hand is. It was a shiny looking contraption. It looked simple, yet intricate at the same time. She was open to new things, but really? What in Naga's name was this? She turned it over multiple times, looking at every crevasse in the sturdy thing. Getting bored of it, she sets it aside.

She sat down on the grass, not bothering with the chair she woke up in. Wherever she was, it wasn't anywhere in Regna Ferox. It wasn't Ylisse either. In fact, she didn't even know where Hollyheights was. The name wasn't familiar to her; it left a bitter taste in her mouth.

The people of West Ferox needed their Khan, and as much as she hated to admit it, she needed them. She was nothing if she wasn't one with her people. However, none of those mushy feelings mattered. She was going to get back to Ferox if her life depended on it. This puzzle would be good experience for her. Hardship builds character, right?

A determined grin spread over her features; she started her adventure by snatching up the device and banging it all over the place. She muttered things here and there, and maybe even got discouraged, but continued on until something clicked. She knew, somehow, that she had to speak into it.

"Khan Flavia of West Ferox here..."

OTHER
Housing Request?: Nope!
Did you read the rules and FAQ?: Yes.
Would you like your application to be unscreened?: Sure!
Edited 2013-06-08 05:03 (UTC)

(no subject)

[personal profile] axehold - 2013-06-08 22:41 (UTC) - Expand
cerebrating: (Default)

Noiz | DRAMAtical Murder | Reserved

[personal profile] cerebrating 2013-07-01 05:03 am (UTC)(link)
OOC INFORMATION
Player: Ruru
Age: 22
Personal Journal: [personal profile] plonks
Contact Info: Noondayclock (AIM); ffPyro@gmail.com

IC INFORMATION
Characters Name: Noiz
Age: 19
Canon: DRAMAtical Murder
Canon Point: End of Common Route (before a new route is chosen)
Species: Human
Gender: Male (both)
Orientation: Bisexual? Pansexual? Something like that. Canonly he states that it doesn't matter to him if his male love interest was a girl, he'd be just as interested. He honestly could not care less about a person's sex and gender.

History: Noiz was born to wealthy parents in Germany. He grew up with his parents and brother, though "with" might be a generous word for how Noiz was raised.

You see Noiz has a condition which deadens his sense of touch. While he's still technically capable of feeling Noiz himself describes it as his senses being dull, and his skin feeling like it's covered with something thick. There's the obvious problems with this affliction like Noiz being unable to properly experience pleasant sensations like holding someone's hand or really experiencing the full effects of a warm embrace. Sure, he's capable of performing all the acts anyone else can, but without the physical sensations that go along with them it takes out a lot of the impact these actions have on people. More importantly, Noiz is unable to experience pain.

Now no pain might sound like a great thing, but when you think about the fact that little kids often don't have a well developed sense of empathy in the first place just imagine what a little kid who can't even understand pain on a basic level must be like. Noiz ended up hurting a lot of children because he couldn't understand the pain he was putting them through, and when word got back to his parents they felt embarrassed by their son's actions. Within earshot of the little Noiz comments about wishing he was never born were uttered.

And if that wasn't enough to win them "parent of the year" awards, instead of getting their son the help he needed they decided to keep Noiz locked away inside the house. They provided him the necessities he needed to live including food, a comfortable living space, a tutor, and a maid, but it doesn't change the fact that they'd basically imprisoned their son. No one else would come in to see the boy and he had to take care of himself. At first the crushing loneliness got to young Noiz and he would sit in his room and cry, but eventually he learned to adjust to being alone. Needless to say Noiz grew up with underdeveloped social skills and very low opinion about the altruism of humans.

Eventually Noiz left home and found his way to Modirijima, an island to the southwest of Japan. He got heavily into a game called Rhyme. What is Rhyme? Well to explain Rhyme I need to give a basic explanation about Allmates first.

Allmates are pretty simple concept, they're basically robots (usually shaped like animals) that are designed to make people's lives easier. They can perform various tasks from finding out information about traffic patterns to functioning as a two way radio (if you happen to have more than one). Useful little guys! And a key component to Rhyme.

See, Rhyme is battle fashioned in an rpg style, but with the catch of being played inside a person's mind. Anyone who wants to play Rhyme has to go through a procedure and register so that they're able to enter a Rhyme field and battle between themselves, or more accurately have their Allmates battle each other. In Rhyme the Allmates take on different visual forms than what they actually possess in reality. As an example, Noiz's Allmates are these small cubes with a vague rabbit face shape printed on the outside, in Rhyme they take on the form actual cartoonish rabbits. The biggest thing about Rhyme for Noiz, however? Attacks on Allmates register as pain for the player whose Allmate is being assaulted. While no damage is done to the physical body and after a match people are generally fine, the brain still registers the attacks as painful.

During his time on Midorijima Noiz did two things, he formed a team of Rhyme players called Ruff Rabbit, and became an information broker for Rhyme players. To play Rhyme the presence of a being called Usui is needed, Noiz would figure out when and where Usui was going to appear and sell the information to other Rhyme players so they could be on location to either participate in Rhyme themselves or witness a battle going on. During all this he discovered Aoba Seragaki (Rhyme name: Sly Blue), and finding out that Aoba worked part time at a junk shop arranged for a Aoba to bring a delivery out to him so he could perform a drive-by on him.

Now when I say drive-by I don't mean the typical definition of the word, I mean a Rhyme drive-by. When Aoba brought the items he was supposed to be delivering to the right street Noiz forced his mind into a Rhyme field and while in disguise forced Aoba into a Rhyme battle.

Here's where things get odd though. While Aoba had a pretty nasty reputation in the past for his Rhyme playing abilities, during his Rhyme battle with Noiz the guy clearly had no idea what he was doing. Even weirder in the midst of the battle his demeanor changed and the game ended with Aoba wiping the floor with Noiz. After that Noiz did the only sensible thing a person could do... He broke into Aoba's house, rifled through his computer for any information he could find, and got into a fight with Aoba and one of Aoba's friends, Koujaku, shortly Aoba found him in his room.

... Yep.

Even after that entire fiasco Noiz decided he wasn't done harassing the poor guy. See, during their encounter at Aoba's house Aoba claimed he'd never played Rhyme before, and refused Noiz's demands that he fight Noiz in Rhyme again, and that did not sit well with Noiz. He showed up at Aoba's place of work, and after an exchange that involved flustering and upsetting Aoba pretty literally drags him out of work and to a gathering of Rhyme players. This of course all while demanding Aoba join his Rhyme team. Luckily for Aoba (or maybe more unluckily) Koujaku shows up with his gang, and picks a fight with Noiz and his gang before the cops break it up.

I think we can all see what I mean about Noiz having underdeveloped social skills at this point.

Despite all the hell he gave Aoba before, he does end up proving useful when he's caught eavesdropping in on a conversation Aoba is having about his grandmother being captured. With a little coercion from Aoba Noiz helps figure out the location of Aoba's granny, Tae, and helps rescue her from the gang that kidnapped her. He is even allowed to come back to Aoba's house after the ordeal and sits in on Tae's explanation of what is really going on behind the scenes on this little island. How a man that owns the resort, Platinum Jail, on one end of the island is planning on controlling the island's population, and how Aoba has powers that allow him to control and break the will of the people around him.

That's about where it all ends, because after that is past his canon point.
Appearance: Doop, dee, doop
Personality: It has already been stated in other sections of this application so far, but Noiz doesn't have the best people skills. Thanks to his unusual upbringing Noiz wasn't allowed to properly hone his social skills the way most children are, and the results really show. Noiz's manners leave a hell of a lot to be desired. He tends to do and say what he wants with little regard to the people around him.

Then again, Noiz doesn't often put a lot of thought into how his actions will affect other people, and if he did it's pretty doubtful he'd care seeing as Noiz is a self proclaimed misanthrope. Thanks to the actions of his parents Noiz doesn't believe that people really genuinely care about each other. In Noiz's eyes whenever someone makes a seemingly generous gesture it's because they want something out of the other person. It's his personal assumption that people who display any sort of kindness and affection towards him are either looking to get at his parents' wealth, or use his skill set to their own advantage. This belief is carried to almost ridiculous extremes in canon, and when he's unable to pin down any specific gain someone could get from helping him he then makes the assumption they must want sexual gratification from him. To Noiz an act of pure benevolence doesn't exist, and no matter what when a person does something nice for someone else they're expecting something back in return.

Thanks to this way of thinking Noiz doesn't exactly have a lot of friends. In fact it's probably pretty fair to assume Noiz doesn't have any real friends. He has a Rhyme team, but that doesn't mean he's close to any of the members. He comes across as standoffish when interacting with people, and while he's not really the strong silent type he's still not the sort of guy to really let people in. There's a sort of cool aloofness in his attitude at times that can really put people off to wanting to deal with him. Since Noiz isn't the type of person to reach out the hand of friendship first, and doesn't tend to give people a reason to really want to get close to him it keeps him in a weird state of semi-isolation even now when he's surrounded by other people.

Noiz isn't necessarily happy about it, but he doesn't view it as a bad thing either. At this point in his life Noiz is under the impression that he doesn't need other people. While he has a strong sense of independence he unfortunately takes that to the logical extreme and does not like to rely on other people at all. Thanks to his cost-benefit way of thinking relying on other people means they'll now view him as being in their debt.

As a nice cherry on top of all of this Noiz is pretty easily spurred into violent action. It doesn't take a lot to get Noiz to fight someone, and since Noiz doesn't feel pain it's a lot harder to get him to stop. He's a fairly competent fighter too, which is good considering how often he seems to be goaded into one during canon, and of course Noiz isn't afraid to egg someone on into one himself. While he generally doesn't seem all that concerned with the biting comments people might make about him, it doesn't mean he won't shoot back with insults of his own until things escalate to physical blows. And just because it's not easy to really get under Noiz's skin it doesn't mean he's not easy enough to put into a bad mood. He's not exactly known for his stunning smile and pleasant attitude after all.

Despite all his less than desirable qualities Noiz is a very intelligent guy. He's an expert computer hacker, and manages to break into highly advanced systems with relative ease. He knows his stuff when it comes to computers, and robotics, and apparently security systems... And as mentioned earlier Noiz is incredibly independent and able to take care of himself. Admittedly he basically eats nothing but delivery pizza and pasta, so he only takes care of himself so well, but he does manage to live on his own in a foreign country at the age nineteen with literally no help from his family or anyone else around him.

Don't be fooled though, taking care of himself doesn't mean he's mature. There's a lot of things about Noiz that are still unbelievably childish even beyond his standoffish attitude and view on people. A lot of that ties back into his less than polite behavior, for example literally eating food out of people's hands when they're not expecting it, or unexpectedly planting a kiss on them. He tends to take people be surprise without meaning to with his more quirky and impulsive behavior that one might not necessarily expect for a man his age.
Abilities: Less of an ability and more of a condition, but Noiz has a distorted sense of touch, and can barely feel anything at all. For example someone can punch him in the face hard enough to split his lip and Noiz won't even flinch.

He's also a skilled hacker, but that's not gonna get him far here.
Other: Nope!

SAMPLES
First Person: Test Drive Meme Thread

Third Person: Dull. Everything about his new life here was dull. Noiz didn't believe for a second that the 'landlord' that had forced him here had really done it in an attempt to improve the lives of anyone trapped in this Stepford hell. The one problem Noiz was having at the moment was trying to figure out why the landlord had done all this. For all the effort he'd put into this setup there didn't seem to be a whole lot of payoff for him. At least there was no obvious answer to that question, and no apparent leads that would allow to any fast track to solving this mystery. If he was being completely honest Noiz didn't really care what the man wanted as long as he was able to leave this place.

That was the problem though, wasn't it? He couldn't just get up and leave. And while Noiz may not have cared about the landlord's motivation he couldn't deny certain curiosities were still there about other things. For a community that seemed to wallow in its lack of technological advancement the landlord had to be hiding some impressive equipment to have knocked out and relocated the number of people he had. At the very least a highly devoted task force, and with the number of drab citizens that seemed to be willing to mindlessly float through their lives here the warning bells were on full chime. If the story Tae Seragaki had told about Morphine and Toue were true back home, then there were some pretty uncomfortable connections that could be made to this community.

It all still came down to one simple problem, however, where to even start?

He leaned forward in the lawn chair, arms crossed over his lap as he eyed the overly green grass under his feet. What he wouldn't trade to be parked out on the less than clean streets of Midorijima instead of sitting in the middle of this picturesque lawn. No clues, no Rhyme battles to at least pacify him while he was stuck in this world, not even the internet to keep him entertained. He'd been kept locked up for long enough, and being brought back into a situation like this Noiz felt like he was about to go out of his mind from boredom if something didn't happen soon.

Which seemed to be the magical thought as a shadow fell across the patch of grass Noiz had been staring at. His eyes flitted up to the figure now standing in front of him. Well... that ought to put the end to his boredom. At least for a little while.

OTHER
Housing Request?: The Koujaku applying if possible! Otherwise no specifics and anything is fine.
Did you read the rules and FAQ?: Oh, was I supposed t-- I'm just kidding. Yes, of course!
Would you like your application to be unscreened?: Sure.

(no subject)

[personal profile] cerebrating - 2013-07-04 05:27 (UTC) - Expand
heartboobs: (☾LIfe's an endless spiral going 'round)

Maya Amano | Persona 2 | Reserved

[personal profile] heartboobs 2013-07-01 05:06 am (UTC)(link)
OOC INFORMATION
Player: Ginko
Age: 24
Personal Journal: [personal profile] silmeria
Contact Info: PMs to personal DW journal or any rp account of mine / [plurk.com profile] ginkochon / mayanneee@aim!
Other Characters: N/A

IC INFORMATION
Characters Name: Maya Amano
Age: 23
Canon: Persona 2: Innocent Sin
Canon Point: Persona 2: Innocent Sin, just after her death near the very end of the game
Species: Human
Gender: Female & Female
Orientation: Heterosexual. Maya, when she bothers to pay attention to romance at all, appears to have a definite preference for men-- attending dating parties with her best friend to meet them, actively flirting in front of or intentionally teasing male party members, and referencing her lack of a boyfriend as being no big deal when asked about her private life. One of her most devoted aspirations is starting a family, likely by marrying a man and having children with him. She would be most comfortable with a husband in Holly Heights.

History: Here, here, and here. The last two links provided are to fansites, but extremely informative and accurate as far as Maya's background history in both games goes. Links contain spoilers for Persona 2! Second-to-last link specifically touches on Innocent Sin.
Appearance: Here!
Personality: Much of the person Maya Amano is is obvious, or will be within seconds of meeting her. She's cheerful, always wearing a smile, naturally beautiful. Persistently positive-thinking and optimistic -- the reporter's diehard motto itself is "Let's think positive!" -- she hardly ever lingers on regrets or entertains the negative, whether it comes to herself, her friends, others, or the situation. She presents almost the perfect example of a mature adult still early on in her years but pursuing her life’s goals with passion: a dependable and caring big sister figure for the younger people who need it, a self-sufficient and active reporter and editor devoted to her magazine job in front of her peers. On most days and at nearly every moment, Maya exists as a happy, uplifting force to pick up the spirits of those around her and encourage them to face their own lives with the same positivity, strength, and drive to accomplish their dreams she has, though these characteristics are hardly all there is to her.

What drives Maya inside is both astoundingly complex and deceptively simple, obvious and not so obvious. From the time she was a child, the main motivations she would dearly adopt to help lead her entire life became clear. Family is important to her. The untimely death of a journalist father who wasn’t home as often as his daughter prayed for ensured that balancing both a loving family and a job -- with equal respect given to both -- would be a central aim of Maya’s, and this is indeed what she sees as her ultimate goal, her top dream of all dreams to someday meet. In Persona 2: Innocent Sin, she also gladly dons the mantle of “Big Sis” for a masked group of misfit youngsters in her older years as a girl, forming an incredibly strong familial bond without blood tough enough to keep hold of her whenever it reappears in either game. To an even greater extent than she might reveal normally, dreams are important to Maya, and they're another key factor in what causes her to live life the way she does: her career was chosen because it proudly exposes the truths of society, along with giving a voice to the hopes, dreams, and struggles of people in their entirety. Because of the inherent good she attributes to pursuing one’s dreams but a realization of the unfortunate lengths some will go to satisfy their own dream (for her father, his death), she’s made it a goal of hers to work to help others achieve with pleasant outcomes, to “be a reporter who passes down dreams to everyone”. Finally, optimism and good will are extremely important to her. Due in no small part to her father’s influence and his lingering gift of a stuffed rabbit doll named Mr. Bunbun, Maya strictly upholds the belief it is always important to smile, especially when you’d very much like to scream or cry instead. To linger on the past with regret, to stew with anger and jealousy inside, to take the easy way out and disregard others, to cause pain and sadness that might otherwise be avoided-- she can’t help but to find all of these options ultimately pointless, using up energy better spent on the positive or orchestrating efforts many people can be proud of in the end. As a whole, Maya is obviously powered by easy to understand concepts -- family, dreams, optimism -- but she gives much complex consideration and care to what she chooses to believe, and, more importantly, what she chooses to do.

The events of Innocent Sin and Eternal Punishment make this clear perhaps better than anything else. Practically at the start of her journeys in both games, Maya and her companions are faced with a variety of challenging situations from demons invading their high school to being locked in an underground bomb shelter created through the power of rumors. Although Tatsuya is the practical party leader in Innocent Sin, it is almost always Maya who actually directs the group no matter what, and on several occasions, it’s only her optimism and boundless positivity solely responsible for keeping everyone on track. Though she doesn’t recognize the four individuals she played Big Sis to in her youth right away -- Tatsuya Suou, Lisa Silverman, Eikichi Mishina, and Jun Kurosu/Kashihara -- she protects them and provides for them immensely once her memories come back in Innocent Sin, and in Eternal Punishment, easily chooses to fight for their sake with the risk of her own life and more hanging in the balance, all so that they don’t have to suffer longer than they absolutely must. Maya is often a thinker, her devotion towards following her dreams determining many of the useful and encouraging rejoinders she delivers to the people around her to fire them up; that hearty devotion influences both Tatsuya and friends and her older acquaintances (Katsuya Suou, Ulala Serizawa, Baofu, Kei Nanjo, and Eriko “Elly” Kirishima) to operate on the same principles, always fighting for what’s right and never giving up. Out of anything else, in fact, it is blatant disregard for achieving what one wants out of life and consequently undermining the value of living that really triggers her anger. In Innocent Sin, Ixquic’s openly declared indifference to dying earns true scolding, and Maya doesn’t stop until the girl’s realized a healthier perspective.

As expected, though, Maya is not without her shortcomings either. Some of these are simple, funny, almost comical in relation to her big sis/matronly and mature aura: despite what might otherwise be expected, she’s a horrible driver, can’t cook to save her life (having difficulty with preparing the simplest of lunches for work), regularly leaves her room a pigsty, and basically depends on her roommate and adult best friend, Ulala Serizawa, to keep her sheltered, fed, and taken care of. Her compassion and belief in the intrinsic good of people results in an attitude which perhaps can’t hold grudges against the exact forces it should; near the end of Innocent Sin, Maya insults Nyarlathotep -- the embodiment of humanity's evil and main enemy of her world -- as one of the most despicable people she’s ever met, only to be told her and her big heart will forgive anyone. In Eternal Punishment, she's later completely honest when she refuses to say she hates him, but instead how she’s just sad. Struck with a positive outlook and believing in that positive outlook no matter how challenging the circumstances might become, she sometimes keeps up appearances even when it’s obvious she herself is struggling. This determination manifests itself in other parts of her life, too, skillfully pulling the wool over her eyes about certain topics and problems unintentionally. For example, Maya hardly spends much time mourning her deficiencies in cooking and cleaning, and doesn’t seem to realize the problem in having a lifetime goal of starting a family when she's currently married to her job. In another attempt to always stand strong, she often exists via closing up her more personal struggles and feelings. This is both a little hypocritical -- in that she openly accepts the grievances of her friends -- and detrimental to her own well-being occasionally, as everyone needs to vent sometimes! She doesn’t tend to cry unless it’s such a heartbreaking moment she can’t hold her emotions back anymore, and it’s not until one of the very last cutscenes in Innocent Sin that the party learns about Maya’s tragic history with her father. She’s also bubbly, scatterbrained, and, as a result of her personality traits, way of life, or both, extremely unaware of matters and subtle bits of common sense an average person would pick up as a matter of course. Try talking romance with Maya? See if you get anywhere, nine times out of ten.

Overall, Maya is truly unique. She appreciates what some might see as fanciful values, but is smart, mature, skilled, and quirky enough to evidence the overwhelming power of what she believes in to her friends and the entire world. There are few types of people who would willingly consent to undergo a dangerous adventure against humanity’s worst enemy; Maya Amano does it not just once, but twice, and with a smile on her face constantly. It’s very possible life in Sumaru City wouldn’t exist the way it does at the end of Eternal Punishment -- safe, happy, completely back to normal and not on the edge of its frightening doomsday -- without her having entered into the equation. Ultimately, Maya is best pictured as the strong woman taking on the “innocent sins” of Tatsuya and the others while enduring the “eternal punishment” of remaining the only person, in the end, who cares the greatest burden on her all too human shoulders. She loses her life once, and almost loses it several times. She loses her dear friends and substitute younger siblings forever. She can never so much as talk to or form a bond with Tatsuya, Jun, Eikichi, and Lisa again, and she must suffer the pain of recalling the closeness they once shared together whenever she sees them out on the streets. For Maya, however, the indescribable hurt she suffers is more than worth it, as long as everyone important to her can smile and the threat of apocalyptic disaster is fended off forever.

Abilities: Maya can summon Personas, which are basically spiritual aspects of one's self called upon to do battle or otherwise benefit their user. Her main Persona at the time of her canon point is Artemis. Information on Artemis as a Persona and her abilities can best be understood here. The presence of a Persona inside her allows for all other special abilities and powers she can make use of. These include spells -- Artemis' in particular contain healing, sacrifice for the benefit of others, minor status effect infliction, and widespread elemental damage of the Ice, Almighty, or Light varieties -- as well as other additional aid a Persona provides such as the granting of split-second super strength, radar for picking up other Persona users, and protection from near-death experiences.
Other:
❤ Maya weighs in at around 106 lbs. (somehow!), and is about 5'6'' tall!
❤ As a young girl, she almost burned to death and received serious scarring across her right arm and chest -- along with a pretty strong phobia of fire -- as a result. She's self-conscious about the marks.
❤ She's damn good at jan-ken-pon (rock-paper-scissors)! ... And no good at dating, makeup, or holding her liquor. Fun times.

SAMPLES
First Person: Here! Link contains fairly SFW content though it is from an 18+ game. Additional first person samples can easily be provided upon request.

Third Person:
Ah, a typical afternoon scene in the local neighborhood Holly-mart! Or at least what she assumes must be a "typical afternoon scene in the local neighborhood Holly-mart". Maya hasn't been here nearly long enough to judge, though the sight of customers bustling around, store clerks eagerly lending helping hands, and shopping cart wheels rattling across the floor as they roll everywhere reminds her comfortably enough of the stores from back home. She doesn’t spare much of a thought as to whether or not she sticks out -- with her new face, somewhat outlandish fashion sense, or both -- when she looks over the wide arc of the grocery section one more time, taking simple pleasure in just plain peoplewatching. She's a trained reporter; this comes natural.

But musing over her surroundings is no excuse to slack off on her important reason for coming here, of course! Quickly enough, her head and her attention turn to the crucial task at hand: her first grocery shopping run as an official housewife. She's happy like this too, smiling wide when she peers at the pink paper slip of a shopping list clutched in one hand-- even if she’s hardly so used to the responsibilities of a housewife as opposed to a journalist, she could never get discouraged about trying out a different kind of role, much less one she’s looked forward to picking up for years. And she has a hungry family counting on her now, right? It'd be unforgivable if she let them down! Plastic basket hooked over one elbow hitting her side as she moves, Maya glances up to examine the tall story of shelves stacked before her. Her eyes graze them slowly, purposely, until--

"Hmm... Oh, that! I've got to have that, probably! I'm sure it's essential."

--she spies a big bag of something or other towering way on top, and it almost screams the names of the simple home-cooked meals it'll make possible, regardless of her own less than stellar cooking skill. Her only choice is to perch on her tiptoes and stretch as far as she possibly can for it, then, heedless of the challenge and determined to succeed. If her luck runs out and the heavy thing decides to topple over, there'll probably be someone there to help. Won't there? ... Yeah. For sure. She’ll continue straight on her merry way after this!

OTHER
Housing Request?: 1410, with Mikoto Suoh, please!
Did you read the rules and FAQ?: Yes.
Would you like your application to be unscreened?: Sure!
Edited (edited "canon" link to redirect to the right page) 2013-07-01 07:55 (UTC)

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[personal profile] heartboobs - 2013-07-04 16:40 (UTC) - Expand
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blossomer: (pic#6399818)

Sophie | Tales of Graces f | reserved 1/3

[personal profile] blossomer 2013-07-01 05:26 am (UTC)(link)
OOC INFORMATION
Player: Laurant
Age: 28
Personal Journal: [personal profile] laurant
Contact Info: [plurk.com profile] nyamomask
Other Characters: Mami Tomoe ([personal profile] headends)
blossomer: (pic#6338181)

Sophie | Tales of Graces f | reserved 2/3

[personal profile] blossomer 2013-07-01 05:37 am (UTC)(link)
IC INFORMATION
Characters Name: Sophie
Age: Around 14 in appearances and mentally in that ballpark; chronologically over 1000
Canon: Tales of Graces ƒ
Canon Point: After fighting the Little Queens in Arcadia Garden
Species: combat-type humanoid
Gender: Female
Orientation: Crablettes. Sophie is clueless about romance and anything related to it. She understands friendship, definitely! And she sees the others as her family! But when it comes to romance and love, Sophie knows nothing about it and is clueless about it all.

History: wiki
Appearance: Here!
Personality: A battle-type humanoid capable of independent thought, Sophie, or Protos Heis, is more than just an ordinary humanoid, as she begins to become more and more human in her emotions as the story progresses, and making decisions for herself. Found sleeping in a field of flowers on top on Lhant Hill by Asbel and Hubert seven years ago, Sophie initially has no recollection of anything at all, not even her name, prompting the two kids to wonder if she has amnesia, and for Asbel to give her the name she goes by now- "Sophie", for the sopheria flowers she had seemed to take an interest in. She's curious and clueless about everything, and lacks common sense at first as well, nearly walking off a cliff while following a butterfly.

Despite her lack of memories (and basic life knowledge), she quickly becomes friends with Asbel, and friends with his friends as well, forming a friendship pact with him and Richard, the young prince of Windor, after the three fall down the cliff after thwarting an assassination attempt from Richard's sword instructor. Although Cheria is initially jealous of Sophie at first, she, too, grows to be friends with Sophie, taking on a motherly figure position towards her, and Sophie even heals the other girl during a particularly bad coughing fit.

Sophie is also very protective of her friends, despite Absel wanting to be the one to protect her. When the group of kids goes down into the Barona Catacombs to look for Richard, who had failed to meet them outside, Sophie sacrifices herself to save them from a monster that attacked (and would have otherwise killed them). Seven years later, she appears once again to save Cheria and Asbel, though has no recollection of who they are. Although she later learns her purpose is to destroy Lambda, Sophie still continues to act out of a desire to protect her friends, even though it's noted to be something she wasn't programmed with, back when she was created.

In the beginning, and even before meeting Asbel and the others, Sophie was very detached, only acting according to her programming, and understanding nothing about human emotions. It's after awakening, though, and starting with a younger Asbel, that she begins to learn about emotions, even if she doesn't entirely understand them. She becomes curious about everything, asking questions frequently, and thanks to her naivety, is fairly gullible as a result, believing practically anything (such as her pigtails allowing her to fly). Sophie also has a tendency to mimic others, particularly Pascal, and tends to copy whatever the older girl is doing a lot.

Over time, Sophie starts thinking for herself, and becoming more humanlike, though her emotions conflict with each other, when it comes to their friend Richard, who had become possessed by Lambda. She spends a lot of time wondering if she can bring herself to fight her friend, even if he's evil, and while she does come to the decision that she can fight to bring him back to his senses, he critically wounds and blinds her when she attempts to make another friendship pact with him. As noted in the future arc, though, Sophie forgives Richard for this, and even asks him if they can be friends again, once he's back to being himself.

Sophie's conflicts, though, are more than just whether or not she can fight Richard. With her only purpose for existence to destroy Lambda, Sophie was programmed with a mutual destruction function; she was destined to take down both Lambda and herself. While she sees the rest of the party as part of a big family to her, and while Asbel continuously makes her promise not to destroy herself, Sophie still continues to hesitate, knowing Lambda needs to be truly destroyed so as to not cause anymore harm to Ephinea. Despite promising Asbel not to, Sophie almost attempts to destroy herself after the fight with Lambda in World's Eye, and has to be practically dragged away by Asbel so as to not do such. In the end, though, Asbel takes Lambda into himself, in order to prevent Sophie from using her mutual destruction function; although this causes Sophie worry, as she doesn't want to destroy Asbel (or herself) should Lambda fully take over, she eventually gives Lambda her trust towards the end.

As an ageless humanoid, by the time of the future arc, Sophie has begun to fear everyone dying and leaving her behind, realizing that she will ultimately outlive them. She expresses her wish to have been born as a human, and with Asbel and Cheria as her parents, and even tells Pascal she wants to be a human. Although Asbel can't directly answer her questions about death at first, he does decide to adopt her as his daughter, and she becomes Sophie Lhant, now 'officially' part of his family, though Sophie considers the others to be family as well.

Sophie has a love for crablettes, or crab omlettes, and they're considered to be her favorite food, with Sophie remarking at one point that there should be a National Crablette Day. She also loves flowers, partly due to being named for one, and takes it upon herself to grow a garden in front of Cheria's home, as well as plant sopheria seeds in the garden outside Lhant Manor. Eventually the garden becomes full of sopherias, and Sophie and Asbel, in the end of the main arc, get to watch them turn into a blossomgale.

Abilities: Sophie is a battle-type humanoid that specializes in physical combat using her own fists (with gauntlets). She's stronger than the average human, capable of knocking down stone doors, and also specializes in healing artes as well.

Sophie is also capable of mimicking the artes of the other party members, and taking them on as her own skills. As she was created to destroy Lambda, she's capable of sensing when he is close, and can shield herself from the effects of Lambda's mind.
Other: Sophie may be tiny, but apparently she's really heavy. What do they make humanoids out of, anyway?
screwbiting: (pic#6387257)

Reiji "Marco" Maruko | Eyeshield 21 | Reserved

[personal profile] screwbiting 2013-07-01 05:35 am (UTC)(link)
OOC INFORMATION
Player: Juri
Age: 28
Personal Journal: [personal profile] fritillaria
Contact Info: [plurk.com profile] contrariante

IC INFORMATION
Characters Name: Reiji "Marco" Maruko
Age: 16
Canon: Eyeshield 21
Canon Point: Chapter 332
Species: Human
Gender: Male
Orientation: Heterosexual. Marco is canonically infatuated with the team's manager, Maruko Himuro, and a good portion of what he does in the series is all because of a promise / boast he made to her. He's still young, of course, and he seems open to "meeting people," but from what we're shown in the series, he seems to be (mostly) heterosexual.

History: This wiki page has a decent summary.
Appearance: Marco, like many of the other characters in the series, looks older than he actually is. Fitting in with Hakushu's Italian mob theme, Marco tries to look slick and clean cut, with his pinstripe jacket draped over his shoulders more often than not.

Personality:

Reiji Maruko of the Hakushu Dinosaurs is a man who's all about appearances — that's why he much prefers to be called "Marco," since it sounds more "dangerous," like the name of a suave Italian man (read: mafia). His father is said to be a former member of the mafia and Marco plays into this perception neatly, doing things like delivering sympathy flowers to the opposing team before their match (where his monstrous teammate Gaou would then completely destroy the quarterback and, potentially, hospitalize other team members).

With that said, there is a huge difference between how Marco would like to be perceived and how he actually is. Marco would like others to think he's this dangerous badass strategist who pulls the strings and isn't afraid of anything. In actuality, Marco is an idealist who has been punched in the face by reality, and his ambition spurred him towards some vicious actions (recruiting strong players for the sole purpose of destroying the opposing team, employing scare tactics when the need suits him). At heart, though, Marco is still the wild dreamer who's a bit of a coward.

He's the quarterback for his team and serves as the tactician; parallels are drawn up in the series between him and Hiruma, Deimon's quarterback and all-around schemer supreme. Marco scratches and claws his way through the tournament, utilizing the cards he's been dealt to the best of his abilities. Often described by others as cunning, he uses his cool facade to mask the fact that he is somewhat cowardly at heart. Even though his team now has a powerhouse in the form of Gaou, Marco is leary of facing off against any strong opponents, prefering to destroy the competition quickly and breaking their morale rather than having a long, drawn-out game. His whole "victory above all else" style has alienated a number of people including the team manager, Maruko Himuro.

Which is a bit funny since his ruthless streak started because he promised her that they'd win! Back when he first joined up with the team, Marco used to be more of a flirt who was decent enough at football and recognized by the upperclassmen as being just okay. He'd spend more of his time messing around with Himuro (who he nicknamed "Maria") and flirting with her, giving her lines like "I'll show you the morning sun after the victory" while making little snowmen with her with cola bottles. Romance. They were all having fun with the team, but nothing seemed to be too serious. Marco was serious about wanting to win, with his sights set on the annual championship game, the Christmas Bowl. However, the upperclassmen attempted to discourage the notion, noting that they'd easily be destroyed by the more powerful teams out there and urged him to aim for third place to avoid disappointment.

. . . and then Marco saw the Alexanders, the very best team in the series, crush the competition in the Christmas Bowl like it was nothing.

As a side note, in Eyeshield 21, every team seems to have some sort of theme going for them, and the team members all conform to this to some extent. The Seibu Wild Gunmen are cowboys, the Oujou White Knights are what it says on the tin, and the Kyoshin Poseidon have a number of water-related themes, just to name a few. With Hakushu, they have this mafia/mob feel about them, where their uniform even has pinstripes and everything.

So basically, after witnessing the sheer power of the Alexanders and realizing what a pipe dream winning the Christmas Bowl was up until that point, Marco becomes Hakushu's mob boss and Al Pacinos his way through the tournament. He uses Gaou to crush people and feels no sympathy for them at all, because all's fair in love and war and he's hardened himself to it.

With that said, the Hakushu-Deimon game does see Marco shift his mindset a bit. While he still believes that power is everything, Marco seems to begin to understand the merits of teamwork and trusting other people (novel concepts, yes). Up until that point, all of the Hakushu players — Gaou included — had been Marco's pawns placed on a board, and he acted as a control tower, guiding them to victory. In the match against Deimon, Marco is forced to change his tactics and ultimately comes to understand that he can make risky plays he hasn't entirely thought out in advance, because he trusts that Gaou will be there to protect him and make it possible. It seems like a small thing, but Marco putting his faith in anyone beside himself and his plans is a big deal for him. By the end of the game, Hakushu goes from being this powerhouse that uses its strength to break the other team's morale and end things to an actual team, and a lot of this is reflected in the change in Marco's outlook.

He is self-aware to a certain degree and does realize that his cutthroat behavior has alienated people and his whole "let's bust up the opposing team's players" tactic has definitely villainized him. Despite this, Marco never backs off or changes the course, only admitting after he loses in the end that perhaps it wasn't the smartest of moves and if the end result was that he lost everything important to him, then what was it for?

In general, off the field, Marco seems to be a laid-back guy who's almost never seen without a bottle of cola (to the point where one of the main characters notes that the only thing he really knows about Marco is that he likes cola). He has a speech quirk where he slips in some variation of "I'd say" into his sentences which, while a bit awkward at times, reflects that this is a cautious man who isn't willing to put his sword in the sand on anything. And like many of the other quarterbacks, Marco prefers to keep his cards up his sleeve and doesn't care much to show his hand to anyone unless it's forced. His casualness also reflects this; Marco seems almost allergic to making any sort of declarative statements, softening them with noncommittal phrases.

Once the fall tournament is over and Marco interacts again with everyone else, he's shown to be a fairly decent team player who's open to working with others. He's settled down a bit and is more willing to let his "cool" facade slip here and there.


Abilities:
All of Marco's "abilities" are football-related:
- Spy/Ball Chasingin general, Marco's focus differs from others in that he can hone it in on one thing, even in something as deeply confusing and busy as football can be. He marks one person and watches them regardless of whether or not they have the ball, able to shut out any and all distractions around him. Once someone has the ball and he's onto them, he'll keep his eye only on the ball, seeing through any sort of feint. This indicates a ridiculously high level of concentration on his part.
- Screw Bite — Marco's signature move. As a defensive player, instead of just tackling the player with the ball or trying for a fumble, Marco attempts an all-out steal, snaking his arms in to snatch up the ball (which is possible due to the above re: ball chasing).


SAMPLES
First Person:
This d_m post should work!

Third Person:

Logically, Marco knew that no matter how many times he jangled the ring full of colorful keys in front of his face, they wouldn't actually be able to provide him with any answers. Logically, of course. And yet, here he was, sprawled out in a lawn chair with a ring of five keys dangling above him, looped around his finger which snapped them up and down in a sort of lazy rhythm.

His mind quickly turned over the possibilities. A kidnapping? — no, no, the only people he knew who were insane enough to do that didn't have a motive. . . . Probably. Not that they'd need one— Marco rolled his eyes at the thought, letting out a snort. "Not his style, I'd say," he muttered with mild amusement, lowering the keys. "There'd be more vans and firearms for one."

Marco's eyes shifted up towards the sky, the sun bearing down on him, and he immediately frowned. A fever dream was his next guess, but were those really this . . . pleasant? He'd never actually had first-hand experience with those himself, but then again, suburbia could be a nightmare for some.

"Well, no use in laying around here," he groaned out, stretching out lazily before finally sitting up. Marco rubbed at the back of his neck, glancing over to the house nearby. A smirk crossed his face as his eyes shifted back to the key ring. "It's about time to piece it all together, I'd say."


OTHER
Housing Request?: n/a
Did you read the rules and FAQ?: Yes!
Would you like your application to be unscreened?: Sure!
cupid: (Default)

brady ( fire emblem: awakening ) reserved

[personal profile] cupid 2013-07-01 05:55 am (UTC)(link)
OOC INFORMATION
Player: Merry
Age: 26
Personal Journal: [personal profile] cupid
Contact Info: [plurk.com profile] hitmonlee
Other Characters: Ren Kouen, The March Hare

IC INFORMATION
Characters Name: Brady
Age: Unknown, but he's old enough to get married so 18ish
Canon: Fire Emblem: Awakening
Canon Point: chapter 25 I guess!?
Species: human
Gender: male
Orientation: heterosexual since he can marry all the ladies

cupid: (Default)

brady ( fire emblem: awakening ) reserved

[personal profile] cupid 2013-07-01 05:57 am (UTC)(link)
History: heres

Appearance: here u are

Personality:
Brady looks and (at first glance) acts a bit like a bandit, but that couldn't be farther from the truth. He's actually a sensitive, kindhearted son of a duke's daughter, brought up to act all proper-like and partake in such activities as chess, dancing, and classical music. Even the scar on his face, that makes him look a bit scary, is from a noble pasttime. Why he looks and talks as he does is kind of a mystery, but there is no question at all that Brady is very much a mama's boy.

And you can't blame him really, when he lost her early on due to the chaos that happened in our heroes' future, the future that Brady comes from. He grew up without either of his parents and was forced to change, forced to harden. Like his companions, he would do anything to go back and change the way things were in order to save their parents and their world. He's as much a believer in truth and justice as anyone else. In fact, Brady is even a man of the cloth. While he doesn't act as religious as, say, Libra, he probably turned to the priesthood in order to hold on to the faith that they could change history. They could be heroes.

Of course the other reason is that Brady is a little bit weak. He can't fight well with a weapon and despite being rather tall and looking like a gang member, he's not all that muscle-y either. He takes on a supportive role and protects those he's closest to so he doesn't have to watch more people disappear from his life. It does bother him to be so weak, but he trains tirelessly in order to try and bulk up a little. He blames some of his weakness on his mother, who coddled him and spoiled him when she was alive. Granted, he loves his ma more than anything, but he didn't like feeling so smothered by her. On occasion he finds her antics pretty silly too (but then so are his).

He describes himself as "sentimental", and even though he sort of gets the meaning of that wrong once in a while, it's actually pretty much true. Brady is a bit of a crybaby. Pretty much anything can make him cry, including a teeny tiny flower growing on the side of the road. This gets him flack from other male members of the party like Owain and Inigo, which riles Brady up. Brady is softhearted and values life above all things. Again, probably because he lost so much at an early age.

Being a softie and playing the support role doesn't mean he won't fight though. Brady has a little bit of a temper that's usually triggered by some sort of injustice, slander against his mother, or being teased for crying. In that way he kind of comes off as "tsun". But really he's just trying to protect his manly image and he fails miserably at it. He doesn't cry when he faces a Risen or otherwise evil opponent, that's for sure. In fact he will even taunt them! When something actually goes his way he can be very prideful. That's a trait he got from his mother.

Again, not sure where his funny way of talking came from exactly (he says that talking all properlike as Maribelle does makes him feel like he's suffocating), but Brady claims that he stands in the sort of stooped position in order to talk to women and children properly. His hooligan hairstyle is so his companions can spot him easily when he needs to heal them. In other words, despite everything, Brady is about as far from a bandit thug as you can get. He's a gentle healer who aspires to save his family and one day become a famous violinist.

Abilities:
Brady starts off as a priest class, which means that he doesn't fight with a weapon (until you level him up). He wields a staff in order to heal, protect, or save others. Staves can also repair weapons. He inherits the abilities "Healtouch", which restores an extra 5HP points when he is healing another unit, and "Miracle", which saves him from a fatal blow by retaining 1HP point.

Depending on who his father is, he can level up to various classes and he will also inherit more special skills from his parents. He can learn some Valkeryie/Pegasus Knight skills from his mother Maribelle. Not sure who his father is at this point.

Other: None

SAMPLES
First Person:
threads!

Third Person:
Traveling through time and space was old hat for Brady, really. So when he suddenly finds himself in that green, green grass amongst rows and rows of houses that more or less look the same, he knows it's not the end of the world. That didn't mean, however, that he was very happy about it.

"Horse apples! Why'd ya have to go and do that!? I'm gonna bust you one right in the face if ya don't put me back right now!" He exclaimed to nobody in particular, whipping around to look around him. He was looking for people, his staff, anything in order to protect himself if need be ... even if he was going to end up useless. Sadly, he didn't have his staff and there wasn't anyone around him. And that is what truly made this situation strange. Why had he been taken? Surely they'd take the prince's children over a duchess' right? Surely if he's here, then everyone should be.

The place didn't look threatening in the least (albeit somewhat foreign), but Brady couldn't help but feel scared and vulnerable. Where was his mother? How could he save her if he's stuck in some other timeline he didn't even ask for. He sniffed, feeling his eyes well up in tears as the thought struck him. He was separated from his mother. Again. And all alone, would he ever get back again ...?

"— Ah... " He stood up a little bit straighter as he suddenly spotted someone walking by and staring at him strangely. "Whattre ya lookin' at? I ain't crying! There's just somethin' stuck in my eye!" He growled at the strange person, who quickly took off in a speedwalk away from Brady and his lawn. At least that much carried over from his world. The ability to play the thug even if all he wanted was to roll up in a ball and cry.

OTHER
Housing Request?: If he can be placed as Dunya's spouse if she gets in, that'd be coo'!
Did you read the rules and FAQ?: yes
Would you like your application to be unscreened?: sure...............
whizbangs: (Default)

carol danvers | marvel comics | reserved ( 1/? )

[personal profile] whizbangs 2013-07-01 05:59 am (UTC)(link)
OOC INFORMATION
Player: Toni
Age: 22
Personal Journal: [personal profile] buttswag
Contact Info: anyshenanigans @ aim & plurk
Other Characters: n/a

IC INFORMATION
Characters Name: Carol Danvers (alias Captain Marvel, previously Ms. Marvel, Binary, Warbird... and Cheeseburger)
Age: ~30-35
Canon: Marvel Comics
Canon Point: post-issue #12 of Captain Marvel
Species: Human/Kree hybrid (born human)
Gender: Female
Orientation: Heterosexual. Carol's past romantic relationships have all been with men -- although marriage-wise, the gender of her spouse won't matter to her as much as the fact that she suddenly has one.

History: Comicvine
Appearance:
Here. Carol's costume also has a mask that covers her head, face and neck while she is in spaceflight (here). Her hairstyle has a tendency to fluctuate depending on what she's in the mood for on any given day (or depending on the whims of the artist drawing her cough cough), varying between regular long hair, short hair, a fauxhawk, etc. Presumably her ability to alter her clothing also extends to her hair.


whizbangs: (carol is the actual cutest)

carol danvers | marvel comics | reserved ( 2/? )

[personal profile] whizbangs 2013-07-01 06:01 am (UTC)(link)
Personality:
Between growing up with two brothers and a father who favoured them over her, and then joining the United States Air Force fresh out of high school, Carol has been strong-willed and independent (and some would say stubborn as a mule) her whole life, and has only become more so since gaining her superpowers. She is take-charge and assertive whenever the situation calls for it, wields authority the way only a military woman can, and never backs down from a confrontation. As a matter of fact, she's been known to start her fair share of them -- she's got a strong set of morals and opinions, and more fool you if you think you can oppose them and get away with it. Add to this package a healthy dose of the typical flyboy cockiness and arrogance and snark, and you'll get somebody you really don't want to see angry. Or you'll get a loyal and formidable friend, depending on whose side you're on. You better hope it's hers.

That said, she tends to be friendly and comfortable around strangers and makes friends without too much trouble. She's very extroverted and direct, not one for shyness or hedging around a subject, and is always sincere and up-front with her intentions; she's not gonna lie to you. And Carol is compassionate -- she loves fiercely and often. There are a mountain of people she'd consider important to her, and she would do anything, endure anything, in order to protect them. Because of this openness toward other people, she is easily hurt by betrayal, and is prone to a sense of self-loathing when she sees herself as having betrayed or failed to protect someone she cares about.

This emotional vulnerability never makes itself readily apparent -- you have to know Carol, really know her, to know when something is really affecting her, and because she keeps this stuff closed-off, it can manifest itself in ways that are extremely harmful to her psyche and even her health. The death of her friend and lover Mar-Vell, the physical and emotional torment she endured from Rogue on Mystique's orders, and the kidnapping, mind-control and rape she suffered at the hands of Marcus Immortus all left their scars on Carol, and in the end the weight of them, and the sense of isolation they caused, drove her to alcoholism. She would spend every night drinking, and turn up to Avengers meetings and even battles partially or totally intoxicated. That was the low point of her life, the most despair she had ever felt or has ever felt since, and it's something she is still ashamed of. With Tony Stark as her AA sponsor she managed to dig herself out, and now she's happy and healthy and totally functional, but she hasn't forgotten what it all felt like, and what it took to drive her to that. She won't let it happen again.

Something that still weighs on Carol is the aforementioned incident with Rogue -- back when Rogue was evil, under the influence of her mother Mystique, she attacked Carol and absorbed all of her powers and memories, leaving Carol powerless and emotionally empty. Although she later regained her abilities, she has forever lost the emotional connection to her past. Memories of her mother and father, her family, her childhood -- she still has them, but when she looks back on them it's as if she's a stranger, looking in from the outside. She feels nothing for her family or her past. She felt nothing when her father died, because she couldn't remember what it was like to care about him. If nothing else, though, this has made the relationships she has now all the more important to her.

No amount of hardship has ever been able to make Carol abandon her passion. She has such a deeply-ingrained zest for life, for helping people, for saving the world and protecting the innocent and all that amazing superhero stuff, and she considers it such a gift that she couldn't imagine doing anything else with her life. More than anything, though, Carol is passionate about flying. Ever since she first clapped eyes on a plane, there has been nothing else she's wanted to do more than fly. Her mentor when she was a young woman was a female pilot named Helen Cobb, who once told her that "the Lord put us here to punch holes in the sky, and when a soul is born with that kind of purpose, it'll damn sure find a way". That's Carol in a nutshell, and it never feels more true to her than when she's in the air. Flight gives her a kind of clarity of thinking that she can't get anywhere else, and there's no way she'd trade it for anything.

So all in all, Carol tries to live in the now. Her now is pretty awesome, after all; she's got a great life, a great job, great friends who are as close to her as any family. Hell, she's a freakin' Avenger, and she can fly whenever she wants, and she's strong enough and experienced enough that nobody can ever, ever make her feel weak or helpless again, not if she has any say in it. That's what Carol holds on to, that's what buoys her up past all the awful things she's been through.

She is Carol Danvers. She is Captain fucking Marvel. And she is Earth's mightiest hero.

Abilities:
Due to an incident with a Kree device called a Psyche-Magnitron, Carol's DNA was fused with that of the Kree warrior Mar-Vell (the original Captain Marvel), giving her all of his abilities. Her power set was further augmented when she was captured by the alien Brood and experimented on, turning her for a period of time into the hero Binary, whose almost godlike energy-projection power was connected to a binary star-system -- a connection Carol doesn't have anymore, but a few choice abilities from that time stuck around, and under extreme (we're talking EXTREME) circumstances she can temporarily regain the full extent of her Binary powers. Her normal powers, though, include:
  • Superhuman strength - Carol is capable of lifting a weight of almost 100 tons, although it's been speculated that she could handle more. This makes her punches pack a... punch. Yeah. Her strength can also be increased by absorbing enough external energy.

  • Superhuman durability - her skin is impervious to bullets and most other ordinary weapons, and she can take a severe amount of physical punishment. She also possesses a moderate healing factor, although hers isn't as impressive as, say, Wolverine's.

  • Superhuman speed & agility - while in flight, Carol has broken the sound barrier and been clocked at speeds upwards of mach 3. She also has killer reflexes and mad acrobatic skillz.

  • Flight - definitely one of her favourite abilities. As mentioned above, Carol can hit insane speeds while flying, and is also capable of leaving Earth's atmosphere and flying unharmed through space.

  • Energy manipulation - Carol's body is capable of absorbing enormous amounts of all kinds of energy. She can also generate photonic energy which she shoots from her hands as a means of attack (her "photon blasts", as she calls them). The more energy she absorbs, the more powerful her attacks and the more effective her healing factor -- however, although it's nearly impossible to achieve, she does have a limit. Going over said limit results in energy overload and death.

  • Molecular manipulation - this skill works only on an incredibly base level -- pretty much all she can do with it is instantly change her outfit and/or hairstyle.

  • Other abilities - Carol is an ex-USAF colonel and fighter pilot (call sign "Cheeseburger", don't ask), and as such is in peak physical condition, can handle any kind of aircraft with great proficiency, and is a skilled hand-to-hand fighter. She has also worked for the CIA, where she was trained in all forms of espionage; she has great knowledge of the Kree empire, including its culture, language and military traditions, due to her merging with Mar-Vell; and she is a talented writer, having written for magazines and published several novels. Also she is an expert in the field of defeating evil wizards by throwing cats at them.


Other:
Carol's currently suffering from a nasty brain lesion in canon, which prohibits her from flying. It'll be cured in-game obv but I wanted to mention it because posterity and also I do what I want!!




roserade: yuna, final fantasy x (Default)

oerba dia vanille ☼ final fantasy xiii ☼ not reserved

[personal profile] roserade 2013-07-01 07:04 am (UTC)(link)
OOC INFORMATION
Player: Coco
Age: 18
Personal Journal: [personal profile] roserade
Contact Info: [plurk.com profile] lilligant
Other Characters: n/a
roserade: yuna, final fantasy x (❝ the world is made of lies ❞)

2/3.

[personal profile] roserade 2013-07-01 07:07 am (UTC)(link)
IC INFORMATION
Characters Name: Oerba Dia Vanille
Age: Physically & Mentally 19, Chronologically 719+
Canon: Final Fantasy XIII
Canon Point:
Species: Human
Gender: Physically & Mentally female
Orientation: I'm going to go with pansexual; Vanille openly flirts with guys, but at the same time she gets really bashful and shy when they flirt back. Along with this, she has an extremely notable and intimate relationship with Fang, a woman. I don't think gender is something that she cares about too much.

History: step into the rainbow
Appearance: find another view
Personality:
"You said it made you happy when I smiled, didn't you?"

We first meet Vanille under rather pressing conditions. The entirety of the city of Bodhum had been purged, cursed to live on the treacherous lands down below called Pulse. A large number of people had just died, and Hope, a young boy, had just seen his mother fall to her death. Vanille strips herself of her purging outfit, and turns to smile. She then hugs Hope, telling him that it's 'too much', and for him to 'worry about it later'.

This is a rather defining character moment for Vanille. We see many traits of her that crop up later in this one scene, traits that don't arise until later. Vanille is able to smile, even in dire times. She is the heart of the team, always there to give an optimistic word of confidence or cheer someone up with her almost strange, ethereal perkiness. She's perky to the point that some of her behavior may seem erratic or odd — maybe forced, or alien.

Vanille is a compassionate person, a girl that loves everyone and everything in the world. She doesn't mean harm to anything, at least not intentionally. She doesn't want to see anyone in pain, especially on her part. Vanille will occasionally play encourager, enabler, and counselor, especially for the young, lost Hope. Vanille wants to help, in any way she can.


"I might as well have tried to stop the rain. I fought the tears... but they still fell."

However, another side of Vanille does crop up from her opening scene. We can clearly see her escapist ways, her tendency to run away from her own problems. Vanille is always running. Whether it be from the people of Cocoon, or from her own fate, she's running.

Vanille was a l'cie prior to the Bodhum incident, a l'cie of Pulsian origin, a danger to the entirety of Cocoon. This is a fact Vanille is fully aware of, yet always fails to mention to the others in the party. This is because she hopes there will never be a reason to tell them. Vanille wishes that her problems could just blow over, that if she does nothing, if she willingly does not do her focus and becomes a Ci'eth, maybe everything will be okay. However, it can never be that simple.

Vanille is a liar — an amazing actress. She's able to adapt, able to be empathetic to those around her, and form herself around the role she'd been given, as a l'cie formed by the fal'cie in Bodhum. Vanille is also a coward, citing that she was 'always afraid'. In truth, Vanille actually loathes herself quite a bit for the things she's done, for the treacheries she's caused. She never lets these things on, however; she is a master of bottling up her own emotions. This is often why some of her behavior may seem a bit off. While she is a happy person, she tends to exaggerate it, to help cover up her own sad emotions. And despite how great of an actress she is, she really is quite emotional, and a huge crybaby. Fang claims that she cries in her sleep almost every night.

However, there are times when her facade begins to fail, when she's unable to hold all the emotions she's been carrying on her shoulder. This can be seen in her relationship with the Farrons and Snow. When she begins to forge a friendship with Serah prior to the game's beginning, she can't help but to hug her, to apologize to her. She is the reason she'd been branded a l'cie, at least partly. Of course, the reason for this is a complete mystery to Serah. Due to Serah's branding, which is the reason and motivation for Lightning and Snow through most of the game, she distances herself from them, unable to deal with the guilt she carries of her being the one who took her from them.


"Knowing you'll always be welcomed, no matter how much has changed... That's what having a home is all about."

Vanille desires acceptance — she desires to love and be loved by people. She places a strong value on family and friends, knowing full well the effects she's had on the Farron and Katzroy family because of her own actions. However, she also feels that she does not deserve these things, since, in her eyes, everything is entirely her fault.

Vanille fails to realize that not everything that has happened is her fault. While her involvement did lead to some of the things in the narrative, most of these are things that she was completely unable to help, beyond her control. The control lied in the fal'cie's hands. Once she comes clean and lets her true motives known to the rest of the party — and the fact that she lied about their focus to Fang — they accept her. Despite being such a hopeful person, Vanille really does need to be a bit brighter about herself and how others see her.

On the subject of her relationship with others, a very key person in Vanille's character is Fang, her best friend and a Pulse L'cie as well. Vanille has been friends with Fang since childhood, and they grew up together in their home city of Oerba. In many ways, they are reliant on each other, to the point of symbiosis; they have to have each other to exist properly. They are so dependent on each other that, when Fang went to become a l'cie, Vanille couldn't bear the idea of being away from her, so she tagged along to become one as well. Vanille finds it difficult to function when she and Fang are split up. This is one of the main reasons she latches on to Hope, who she takes the role of big sister to, and Sazh, who she acts as a replacement for his lost son, Dajh. Vanille is essential to the party because, like herself, everyone else has lost someone important to them. Vanille helps to allay that pain, alleviate their worries, and form another form of symbiosis — one more akin to that of a family. Vanille is the cornerstone for the ragtag, motley family that the 6 party members had been forced in to.


"I'm not all smiles and sunshine!"

Vanille can be somewhat careless and impulsive, a thing that has even been cited by Fang. Confident, and maybe a bit cocky, Vanille exudes a carefree sense. She can also be rather sassy, quick to put her hands on her hips and tease or taunt, whether it be a friend or an enemy. It's probably some strange mixture of her more primitive raising on Pulse and the act she puts on.

Vanille is pretty tough physically, too. You see that strange pelt skirt thing she wears? She slayed a bear, all by herself, to get that pelt. Despite being a mage type character, Vanille is athletic and does not pull any punches physically, and is able to hold her on in a battle, so long as she has some kind of weapon. She's able to fend for herself in the wild with her funny hunting rod thing, a complicated weapon that she's able to use skillfully.

Despite what Vanille thinks, she actually is a strong and brave person, always ready to sacrifice herself for the sake of someone else. She is even willing to wait out her focus and become a Cie'th, which is basically a zombie, so that no one will get hurt because of her destructive focus. She wants to atone for the bad things she does, and will do whatever is necessary to do that — even if it means mindlessly wandering Cocoon as a zombie. Vanille really is a good person, just someone who has been thrust in a lot of dire, horrible situations. In the end, she is very human, above all else, and wants to correct the mistakes that she's made as well as stop the fal'cie, who have caused nothing but sadness for many people. She simply wants peace.

3/3.

[personal profile] roserade - 2013-07-01 07:10 (UTC) - Expand
palkia: (SNOW | a hero to save us)

snow villiers | final fantasy xiii | reserved ( 1/3 )

[personal profile] palkia 2013-07-01 07:26 am (UTC)(link)
OOC INFORMATION
Player: Cassandra
Age: 20
Personal Journal: [personal profile] palkia
Contact Info: [plurk.com profile] palkia | roguish pie @ aim
Other Characters: none!

IC INFORMATION
Characters Name: Snow Villiers
Age: 21
Canon: Final Fantasy XIII
Canon Point: Post Chapter 11, before arriving back on Cocoon
Species: Human
Gender: Male
Orientation: Heterosexual! He's engaged to one (1) Serah Farron, and doesn't show any interest in men at all.
History: Wiki!
Appearance: This big lug right here.
palkia: (Default)

snow villiers | final fantasy xiii | reserved ( 2/3 )

[personal profile] palkia 2013-07-01 07:28 am (UTC)(link)
Personality: Snow Villiers can best be summed up by the phrase "well-meaning idiot". He's a man who always follows his heart, for better or worse, and everything he does is with the best of intentions - his determination to save Serah, his stubbornness in his attempts to gain Lightning's approval, and his overwhelming positivity and conviction for their mission to save the world. On the flip side, he stubborn and brash, and his apparent inability to give a moment's thought to his actions often places both himself and others in danger.

Vanille's narration gives her first opinion of Snow as being "All talk", and this is not an uncommon sentiment. If Snow isn't talking big, then he's probably asleep - he'll protect Serah (protect everyone), save the world, and find a future bright enough for them all to live in. His claims are huge and often outlandish, but Snow is not one for doing things halfheartedly; travel with him long enough, and his devotion becomes clear. Snow talks big, but he acts big to match, and wholeheartedly believes in every word that leaves his mouth. His extroverted nature shines in everything he does, from trying to befriend everyone he comes across to his overabundance of confidence in everything he does.

For all his apparent do-gooder nature, though, Snow well and truly subscribes to his own definition of a hero. He's the leader of a group called NORA, a name that literally stands for No Obligations, Rules or Authority, and frequently disobeys the local law enforcement to go monster hunting. Snow's first appearance in the game shows him rebelling against the purge orchestrated by PSICOM to save Serah and the other innocent citizens, something that serves to demonstrate both his willingness to charge into battle for others and his habit of ignoring the rules when they don't suit his purposes. Snow is far from a model law-abiding citizen, but it's all for the greater good - he fights for the rights of others, even if that means going against the rules from time to time.

A lot of Snow's bravado stems from his past, being raised in an orphanage with the friends he would later form NORA with. He's always been the one to look after those around him, a trait that's never really gone away; his life since meeting Serah has been devoted to protecting her, and it carries over to the main party too. By his canonpoint, Snow has found a makeshift family in the form of the rest of the cast - he's protective of Vanille and Hope like a big brother, and looks out for Fang and Lightning despite both ladies being well and truly able to handle themselves. Sazh calls him a kid despite his age, and that's quite accurate: Snow's been through a lot, but he's still incredibly naive in how he sees the world.

Snow isn't entirely incapable of self-reflection and deeper feelings, much as first impressions might say otherwise. He feels a constant sense of guilt over the death of innocents during the Purge, but he keeps this hidden under his usual bravado and attempts to atone by protecting everyone else as usual. Snow buries negative feelings until he's forced to confront them, something which results in others misinterpreting his intentions - Hope thought that Snow felt no remorse for the death of his mother, when in reality he had simply used the guilt as a driving force to protect everyone else. His confrontation with Hope proves to him that suppressing things isn't healthy, and after apologizing properly the two reconciled their differences.

In short, while he's definitely flawed and naive, Snow is an incredibly good person at heart. He's selfless, courageous, and wants nothing more than to be a hero for the sake of everyone around him, even if the sight of a 6'7" guy walking up to deliver a good-natured slap on the back probably frightens more people than it reassures.

Abilities: Annnd here's where things get fun. Out of the six roles available in FFXIII, Snow's strengths lie in the Sentinel, Ravager, and Commando specialties. Each character eventually gains some degree of mastery over all six, but suffice to say he won't be taking up a career as a Medic anytime soon.

As is obligatory for main Final Fantasy characters, Snow comes complete with a summon (or Eidolon, as they're known in FFXIII). Early in canon, he faces and defeats the twin sisters Shiva, allowing him to call on their aid in battle - both in humanoid and gestalt forms, the latter of which transforms the ice queens into a motorcycle for Snow to ride. The process of calling an Eidolon into battle tires him out quite a bit (TP takes a long while to recover in-game), so he can only use this ability infrequently.

Beyond that, he's your average video game tough-guy, with the highest HP in the game and a good pair of fists. He's built like a truck and deals damage to match, with or without his l'Cie abilities.

Other: Nope!
shoubai: (003)

Tatsuma Sakamoto | Gintama | RESERVED i

[personal profile] shoubai 2013-07-01 08:09 am (UTC)(link)
OOC INFORMATION
Player: Ri
Age: 27
Personal Journal: [personal profile] takesushi
Contact Info: aim; bacontoss | [plurk.com profile] takesushi
Other Characters: N/A

IC INFORMATION
Characters Name: Tatsuma Sakamoto
Age: Never canonly specified. Believed to be anywhere in his mid to late-twenties.
Canon: Gintama
Canon Point: Renho Arc
Species: Human
Gender: Male
Orientation: More or less heterosexual. Throughout the series, Sakamoto has stated on more than one occasion his "preference for Earth women". He's been known to frequent hostess clubs and snackbars, no less, largely for the chance to drink with, talk to, and inevitably proposition the hostess "Oryou". In the event of a surprise marriage with brand new children on hand, he isn't likely to complain about his future spouse. A man with a family must bring home the bacon.

Or lollygag in the pleasure district. One or the other.
shoubai: (006)

Tatsuma Sakamoto | Gintama | RESERVED ii

[personal profile] shoubai 2013-07-01 08:10 am (UTC)(link)
History: Sakamoto's wikia entry.
Appearance: Sup.
Personality:
First impressions set a man's character in stone, and the one Sakamoto Tatsuma sets on any given day is of an astounding idiot. This doesn't seem to be a particularly difficult feat to manage, as right off the bat, one is almost certainly assured that this is just what this man is: a naturally empty-headed lackwit. Some room for doubt could be set aside, if one were feeling particularly generous enough, but that doubt would be swept aside before long. One is much better off not thinking about it, but seeing as how difficult it really is to ignore a man such as Sakamoto, one may as well buck up and deal with it.

To start, Sakamoto Tatsuma is an idiot, a point that's brought up often and consistently as can be. That's not to say he isn't of a good-nature. He's a very cheerful man to start, hardly ever found without a smile or something equally silly on his face and an ill-thought joke at hand. He's actually really easy-going, an amiable guy that most would have no trouble in getting along with were it not for his frequent displays of aforementioned stupidity, which earn him more than his fair share of fists and crippling blows to the more intimate parts of his anatomy. See, he's also the type to laugh a matter off, whether it be big or small or potentially life-threatening, tacking each incident and encounter up to luck, imagination, or as the result of a particularly nasty hangover. (Which, may it be noted, seem to be an all too frequent thing.) He was once hailed as optimistic, and perhaps a little too much so; there's a limit to such things, oi. It could be the drink, of which he partakes in frequently, and perhaps enjoys a little too much a little too often. One could call it a way of life for him, as it's never really clear when he's sober and when he's not, thus leaving one to simply assume that the alcohol has had little chance to file out of his system. He could just be high on life, for all anyone knows. (The more terrifying affliction, for which there are few cures.) He's even shirked work for the sake of making his rounds through Edo's bars, his defense being that it's all due to his love of 'Earth women'.

Yes, the women. Particularly one by loving and adoring name of 'Oryou-chan', with whom Sakamoto most certainly does not display mildly eerie, stalker-esque tendencies toward. Not at all. Nor does he slip away from his fleet just for the express purpose of frequenting the district in which this certain woman works, of course not. Those exclamations of love in the height of his stupors? Nonsense. Same with his frequent propositions of marriage during said stupors, and the resulting crotch-centered pains that follow soon after. Not that he would remember much of it, given his seeming track record. He forgets names quite frequently, and it's with an almost purposeful persistence that he continues to refer to his old comrade as 'Kintoki', as opposed to the proper 'Gintoki'. It doesn't seem to be his only quirk, nor his last. Those who work around him and for him seem to have a fairly good idea of what he's capable of getting himself into, and show little to no surprise at his various supposed hijinks. Nor is there much surprise expressed over his frequent escapes into the wild unknown of Edo's Kabuki-cho district, much to the chagrin (and general annoyance) of his second-in-command and assistant, Mutsu.

It's about now that one would wonder why, where, and how such a wastrel came about such a thing as a second-in-command. Surprises never cease, but it isn't too out if the ordinary. Pilot, captain, and head of the intergalactic commerce fleet, the Kaientai, Sakamoto is more of a shrewd businessman than anyone could ever hope to have guessed. He keeps his fleets running smooth, his business high and his employees and followers well enough in check. As a pilot, there are few as adept as he or as enthused; his love for ships is infamous, remarked upon by acquaintances and old comrades alike.

"For Sakamoto Tatsuma, moving a ship is as natural as moving his own body."


No truer word said, and one couldn't expect anything less from the man who left his own planet behind for his dream. Of course, there is a side to every thing, and even something as illustrious as a space business fleet captain is no exception. Devoted as Sakamoto may be to his ships and the grandeur of space travel, it doesn't save him from the near-crippling grip of motion sickness. As one former comrade once said: "His head is empty, but there is no one who loves ships more than he does."

Through all this, Sakamoto may seem the height of laughable incompetence, but this assumption couldn't be further from the truth. There stands good reasoning for why those in his company remain steadfast and loyal, even in the face of all his little eccentricities. Despite his [frequent] displays of frivolous idiocy and incompetency, Sakamoto is a clever man. He built the Kaientai from the ground up in a relatively short span of time, and not only did he manage to get his trade off the ground, he kept it running, and he's kept it successful since, even across the cosmos. He's an organizer, a coordinator, and above all, a leader. Before him he places everyone and everything else, willing to risk his own life if it means saving another in the process, something taught and drilled into his very own employees and followers: "Don't lose sight of the greater cause."

Beneath and behind the ridiculous antics and foolishness is a man who, since his youth, works toward that ideology: the greater good. He was, and still is, the revolutionary of the Joui four, the visionary of the group and of the Kaientai. See, the thing about Sakamoto is that, not only does he look ahead of a situation, he's always doing so, even if it doesn't always seem like he is. Since the beginning, he's dreamed of the future, his possibilities, and, above all, the best path to take through them all. He makes the decisions of greatest benefit and return profit, the ones that make the most difference in that future, no matter how close or far off it is. Sakamoto is the one who looks ahead, far beyond everyone else, and he's the one, of them all, who looks to and sees the bigger picture. No matter how difficult the path may seem. He's given up a vast amount for it.

In the past, in the wars against the Amanto, the Joui wars, Sakamoto Tatsuma was a partisan, and one of those few men to be feared. Reputed to be one of the greatest swordsmen on the warfront, even alongside vaunted names like Shiranui, Sakamoto was once dubbed 'monster', one of those unstoppable forces that claimed his fair share of Amanto lives in his time. Had he perhaps been a different man, he may not have left when he did and how he did. Breaking his ties with the Joui, abandoning the war and his companions, he left the battlefield to flee to space. It's why he was able to do the things he did. It was for his cause, because in the midst of it all, he saw that something beyond the fighting and the warfare. He saw a way through, a way to help his country, not in the short-term, but in the long run.

"I've decided! I'm going to go to space!
Just wandering around on Earth and fighting the Amanto, I can't see anything ahead. As we're doing this, more and more Amanto are coming to Earth... I just can't go against the wave of ever-changing time. All I've done this war is sit by and watch my friends die. I don't want to watch my friends die anymore. From now on, I need to start looking at life from a higher point.I need a place where I can see people, Amanto, even the stars.
So I'm going to space. I'll go to space and be a pilot in a really big ship. I'll start up a fishing business where I can even catch the stars!"


So, turning his back on the Joui wars and their uprisings, Sakamoto turned to business, looking to the ties of commerce and profit to draw the conflicting societies of humanity and Amanto together.

"It's not war or ideology that moves people. It's profit. I plan to bring that to humanity and to the Amanto alike, and bring them closer together. I think I am protecting the country in my own way."


Commerce is his way, mutual profit and benefit, and as such, a dream for which he's sacrificed much. The acquisition and maintaining of a neutral stance is essential; striking deals with varying factions, some on opposing ends of the spectrum of each other, can be tricky business at best and downright dangerous at worse. He's had to keep a balance, maintain peace between all these while still keeping his business up and afloat. Mediator, peacekeeper, businessman, and each role carried out with the detachment required for his place. Another such necessity, keeping his attachments to an absolute minimum, not only for his own sake but for that of his company and it's employees. For his position, he's not a man who can afford liabilities.

Disarming idiot by night, major business company head by day, that is Sakamoto Tatsuma.
shslshslfanboy: (hope craze baby)

Nagito Komaeda | Super Dangan Ronpa 2 | Reserved

[personal profile] shslshslfanboy 2013-07-01 12:55 pm (UTC)(link)
OOC INFORMATION
Player: Frika
Age: 24
Personal Journal: [personal profile] freakanature06
Contact Info: E-mail: oxymore88[at]gmail.com ; AIM: freakanature1988 ; Skype: freakanature06 ; Plurk: freakanature06
Other Characters: None

IC INFORMATION
Characters Name: Nagito Komaeda
Age: 18
Canon: Super Dangan Ronpa 2
Canon Point: Just after he’s been visited by Hinata while tied up at the beginning of Chapter 2.
Species: Human
Gender: Male
Orientation: Hope-sexual. No, seriously. Komaeda, in canon, doesn’t seem to be attracted to either gender in particular, but more towards people that he considers to be ‘full of hope’. And by ‘full of hope’, I of course mean, ‘supremely talented’. Komaeda is attracted to talented people, regardless of gender.

History: Here -- In addition to the information presented here, it is important to note that just before coming to Hope’s Peak Academy, Komaeda claims that he received a note from the doctor diagnosing him with stage 3 lymphoma and also frontotemporal dementia. These are things that affect the way he acts and treats people greatly.
Appearance: Here he is!
Personality: Initially, Komaeda comes off as a very chipper, upbeat person. He is very eager to make friends with new people, and even more eager to be as helpful to them as possible. When faced with someone who isn’t inclined to talk to him much, he just fills the silence with his own rambling, preferring conversation always to awkward silence.

That being said, this very simple side of Komaeda disappears quickly as you get to know him. His most prominent trait is the he LOVES hope. He has a tendency to prattle on about it in any situation he can, loving to equate most good things with hope, and praising it as an absolute truth of the world - that hope will always win out over despair. He admires people who are talented because of this - because that talent has the potential to spread hope around the world and dispel more and more despair.

However, despite being accepted into Hope’s Peak Academy because of his good luck, Komaeda does not see himself as talented. He believes that his talent is actually worthless, and that he’s just a vessel that the absolute force of luck has decided to work through. Other than his luck, though, he has no real talent of any variety, and so views himself as nothing more than trash. He is consistently self-deprecating and refuses to accept any praise that is aimed at him. His self-loathing doesn’t seem to actually bother him at all, though. Instead, he sees himself as a pawn in the greater goal of pursuing the ultimate hope.

With that in mind, Komaeda has no problem sacrificing himself or even parts of himself in this pursuit. He even goes so far as to offer to be the victim of a killing on Jabberwock Island and help the killer set it up so that they will get away with it and prove that their hope is greater than everyone else’s.

As is probably obvious by now, Komaeda’s views on the world are always very drastic. Everything is either black or white, good or evil, hope or despair. There is no in between to his mind. And anything that he sees as ‘despair’, he absolutely has no tolerance for and will hate without remorse.

Komaeda is actually a very lonely person, though he would never expect anyone to genuinely want to rectify that. Having lost his parents at a very young age and gained his unique views of the world with their death, he grew up without many friends. People have always been put off by him and the way he sees things and so have always had a tendency to avoid him, no matter how much he tried to befriend them. This also aided as proof to his idea that he was completely worthless.

Lastly, Komaeda tends to come off as very cracked to most people. This is because he is very blunt and most often says whatever is on his mind, without any care for how the people around him might feel about his words. In fact, when people express distress at what he says, he is always very confused by it. He is also unaware of how personal boundaries should work, which leads to him touching people often. Just simple gestures, like putting a hand on their shoulder or holding their hand or brushing hair from their face, though they can also happen at mildly inappropriate moments.
Abilities: Komaeda’s entire existence revolves around luck. Specifically, he has the worst bad luck imaginable that then yields even better good luck. If he is kidnapped by a murderer and stuffed in a trash bag, he finds a lottery ticket that wins him millions of yen in that trash bag and manages to come out alive. That is how his luck has always worked and he relies on it to act that way explicitly - no good luck comes without first a bout of bad luck.
Other: As stated in the history section, Komaeda had lymphoma and frontotemporal dementia. While these diseases will be taken from him in this game (according to the FAQ), he has lived with the dementia in particular for so long that it has completely warped how his mind works, making it very difficult for him to alter his personality to anything other than what it is. Though, if at all possible, it would be easier to keep him in character if he were allowed to keep the dementia, but as a non life-threatening disease. Let me know one way or the other!

SAMPLES
First Person: Linking for this one

Third Person: It was a beautiful day. The sun was shining brightly down on the brilliantly green grass and a gentle breeze was keeping the heat of the day from scorching badly. Komaeda stood on the lawn, barefoot, digging his toes delightedly into the grass. A smile lit up his face as he turned it upward, drinking in the heat for a long moment. It really was just a perfect day.

Which was why he had decided he should set up a stand on the edge of the sidewalk. The sign above the stand read “Lemonade and Iced Tea: FREE” in large, unruly letters. He had obviously painted it himself because as he brought the last of the sweating pitchers to the stand, he looked up at it fondly. Not many people were out and about yet - it was still quite early in the morning - but that wasn’t going to stop him from getting his business up and running.

Taking a deep breath, he plastered the biggest grin he could manage onto his face and started calling out to every person he could see, no matter how far away from him. “Would you like some lemonade? Or some iced tea? It’s free, you just have to come get it! Isn’t it just a lovely day for some cold drinks?”

OTHER
Housing Request?: Highest preference with Hajime Hinata. Otherwise, any castmate(s) would be absolutely lovely.
Did you read the rules and FAQ?: Yessir, I did!
Would you like your application to be unscreened?: Sure~

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