Entry tags:
APPLICATIONS [REVISED 07/16/13]
APPS WILL BE PROCESSED EACH WEEKEND.
Please feel free to make a RESERVE.
CHARACTER COUNT IS AT: 6/125
Basic Application Rules and Reminders:
- This is a panfandom game. That means that any character from an anime, manga, comic, live action movie, television series, book, etc., is allowed. Characters from official Canon AUs (meaning playing from an official alternate universe of a canon, like one of the many done by DC Comics) and Original Characters may also be apped, but no Canon OCs (meaning you cannot app an OC from the Naruto canon. If you would like to play a character from this series, please select one that already exists). The exception is if you are apping from an RPG-style game canon, such as World of Warcraft or Runescape.
- No game or canon may be apped from without an easily accessible English translation/wiki. For video games, the official English version must already have been released for at least one month. The one month apping delay also goes any brand new series or canon.
- Transplant/Game CRAU Characters with memories from other games are allowed, but if the character has been in multiple games only ONE game's memories can be used. Fandom AUs are not allowed at this time (but might be in the future). The only other AUs that are NOT Canon that are permitted are Daedalus Setting Game AUs (playing an AU version of a character as if they have always lived in the Daedalus Universe). These are special permission apps and cannot be done unless you are already playing a character in the game.
- Only 2 Versions of any character are allowed in the game at this time. Meaning you can have a Dick Grayson from the DC Comics New 52 (DCnU), and a Dick Grayson from Young Justice (YJ/Earth-16), but not also a Dick Grayson from Batman the Brave and the Bold (BatB). Game CRAUs are considered a separate version of the character than the standard Original Universe that would be apped directly from the canon itself. Your app should be labeled based on which universe your character is from. All Official Canon AUs are considered their own separate official universes and should be labeled as such. The "AU" designation is for Fandom AUs or canons with two distinct universes, one that is the Primary Universe and one that is the Alternate Universe. Game CRAUs are always labeled “CRAUs.”
- No Fandom AU is allowed that is merely transplanting a character into the setting of another canon. Using a similar setting is allowed, but it cannot be a direct copy of any other canon. That is to say, you can make your character a modern day mutant, but you can't put them into a Marvel Comics/X-men universe. Which of course, means no randomly having your character know characters from other universes (unless other players are apping those characters from joint Original Fandom AU where they all know each other).
- These is currently no character cap for any fandom, but if it does seem like there is an excessive amount of one fandom over all of the others (such as 20 characters from one canon), this may have to be reevaluated.
- A player can have 2 characters from the same canon, but they cannot be close enough in relation to each other that deep, close CR would be expected. You must be able to justify why these characters would not interact with each other except in maybe seeing each other in passing or being in the same room at the same time.
- Each player can only apply for 1 character at a time. You can only play 3 characters at any given time without special permission.
- This is not a “communicator-accessible” roleplay game, meaning all interaction between characters will occur without the aid of communicators/phones/computer networks/etc. Please remember this when making your samples.
- Characters can be apped without being reserved, but if there is a reserve for that character by another player, your app will not be reviewed until their app has been submitted or the reserve has expired.
- Apps must be SUBMITTED TO THIS POST, not just linked to on your character's journal. This rule may change in the future, but it stands for now.
- Before submitting an application please make sure you have read over all of the game information as linked on the navigation page.
- All apps should be processed within 48 hours after apps close (no more than a week after the app has been posted if it is an extended app cycle). If you receive revision requests you have 72 hours to respond. Our decision will take no more than 48 hours after your response. Should anything occur to make any of these processes take longer than they usually should, you will be informed promptly.
Header Format (meaning the header of your first comment)
CHARACTER NAME (WESTERN STYLE) | FANDOM | OU/CRAU/AU/Universe Label | Reserved/Not Reserved
Player Information
Player Name:
Contact: Email, AIM, Plurk, Personal journal, etc
Other Characters In Game:
Character Information
Character Name: (Western Order)
Fandom/Canon/Setting: Please provide a link to the character's canon (aka, wiki or official pages with a large amount of information.) If you are apping an OC, a link to a journal page for the canon and setting is also allowed, or you can provide it here on the app itself. This description should include a detailed overview, all information directly important to the character you are apping and how they fit into the world. Any relevant information that could come in while your character is in play should be explained.
If you are apping a Fandom AU that is not set in the original canon setting, please provide both a link or write-up for the original canon and a write-up of the new setting that the AU is taking place in. For example, if you are apping Uchiha Sasuke from a space cowboy AU, then you need to provide a link or write up of the Naruto canon setting AND include a write-up of the AU world. The same requirements for an OC setting applies to Fandom AUs. This is NOT the character history section. This is entirely about discussing the setting in which your character’s canon is taking place.
Timeline: When in your character's canon are they being taken from? (Just a very brief summary is needed.) If you are apping a CRAU, when in their game’s canon are they being taken from?
Character History: If your character is a Canon/Fandom character (or from an official Canon AU), a link to a detailed history page/wiki is accepted. If you are applying an Original Character, please provide a detail explanation of your character’s history. 4-8 paragraphs would be preferred to give a strong idea of what your character's history is like, how they are connected to their world, and how both have influenced who your character has become. If you already have their canon history written out somewhere easily accessible, please provide a link to it, but be aware we will watch for any altering after apps have closed.
In the case of a Fandom AU, please provide a fully written out history section with all important details and events with all major changes from the original canon detailed and color-coded to signify what has been added or altered. If you are changing everything make sure to detail how. 4-8 paragraphs would be preferred to give a strong idea of what your character's history is like, how they are connected to their world, and how both have influenced who your character has become while also included any major changes that you have includ This part will be judged severely because making "slave AUs" and things like that just for the sake of heaping trauma on your character will not fly in this game. Players are expected to have thought all of this out and make a good case for it in the app itself.
Game Canon History: If you are applying a character that is being transferred with memories from another game, please explain which game you are transplanting from and the basis/premise of that game. Then in detail explain the history of your character in that game, important events that have influenced their development up to the exact point they are being taken from in that game’s canon history. If you are not apping a CRAU/Game Transplant, then this section can be deleted.
Personality: Please give a detailed description of your character's personality, behaviors, and motivations. We want to understand what your character is about and why they behave/think/feel the way they do. References to where in canon they have displayed the traits you explain here are very much preferred. If you are apping a Fandom AU the personality section must describe in detail the character's goals, motivations, behaviors, development and how their new background or changes in canon events have influenced/altered them in any way from their original canon personality/direction.
Please include one paragraph explaining how your character will deal with the emotional, psychological, and physical strains put on them from being in Daedalus Penitentiary where they might be faced with bullying, torture, experimentation, gang violence, isolation, extortion, coercion, and other negative situations.
If you are applying a Game Transplant please include an extensive explanation on how the events in the previous game have affected your character, physically, psychologically and emotionally. Fandom AUs and Game CRAUs will be judged with higher scrutiny as despite the events that have altered them from their original canon selves, they should still be the same character at their core. Apps that cannot show this will receive revision requests or be out right rejected.
Abilities: Please describe any and all special abilities, extra skills, knowledge your character has that might be of use to them in the prison. Special abilities should be explained in detail. If it is not in this app, it is not considered one of their abilities in game. Because all characters with special abilities are restricted to at most 50% of their power (and for particularly high-powered characters, probably less than that) please provide in your own words how you believe these restrictions would manifest for them.
Stock: Your character will find all non-lethal items/non-weapons that were on their person at their canon point has been left in a plastic tote on their bed, including clothing (no matter how bloody or damaged). Please detail here what would be.
Room: You can request which cell block you want your character to be placed in here. If numbers are too uneven we do reserve the right to select a different block. If you have a particular reason for wanting that cell-block, please say so here. Initial Roommates selections (if any) are up to us, but your character can move later on if they like. E-Block is not available for selection at this time.
First-Person Sample: Please provide a sample of your character speaking or thinking in first person. We want to get an idea that you understand your character’s "outer voice." This can be written in an "[action]" style, but should have at least five sentences of your character speaking to someone or thinking out loud in first person. You may also copy and paste a sample from another game, dressing room, Dear_Mun, etc, or provide a link to a roleplaying thread that has them speaking in at least three comments.
The samples cannot be “text”-based as this game does not have such a system and we are aware that how someone speaks out loud is not usually how they write or text. The only exception to this is if you character is mute and thus cannot speak verbally. A post or thread showing their body language or one including them speaking through text is allowed in this case.
Another route for this sample is to think of a situation in which your character might be interrogated by the Investigations Department and have them respond to questions in that format. You can choose a question of your own for them to answer, but here are some possibilities:
2. How do you think someone who has been convicted of a crime should serve out their sentence?
3. Do you believe criminals are born or made? Explain.
4. What do you believe is the most effective form of rehabilitation for a criminal?
5. You have been mentioned in an ongoing investigation involving the trafficking of prohibited contraband to different blocks of Sector 3 and evidence was found in your cell that supports this suspicion. Care to explain yourself, Inmate?
Third-Person Sample: Please provide a sample of your character's actions, behaviors, introspective thoughts, etc. This sample should also provide a detailed insight into your character’s thought process and their "inner voice." This should be written in a "prose" or "log" style of writing. You can choose to write a sample about them waking up in the Processing Block of District 6 and being transferred by guards to their cell, a sample set in their canon or previous game, a sample as if they have already settled into the prison, etc. You may also copy and paste a sample from another game, dressing room, etc, as long as it is set in your character’s canon.
We do not accept third-person samples that are not set in the game setting or your character’s canon setting. In the case of a Fandom AU the third person sample must be set in the AU setting/timeline you have created for your character.
Tag Label: What tag would you prefer to use for your character in this game. All tags should be set up as [canon] character name (ou/au/crau/universe label). Examples: a tag for Daniel Rand aka Iron Fist of Marvel Comics primary universe could be written as: “[marvel] danny rand (616),” where as a tag for Dean Winchester of Supernatural from the Five Years Later AU episode could be: “[supernatural] dean winchester (fyl).” Any character from a canon with only one universe should use "OU." If someone else has already apped a character from your character's universe into the game, then please use the label style they already have in place. This new ruling will go into effective immediately. If the tag you request is already taken, the mods will select one for you.
Mature Rating Awareness: This is an 18+ game and by submitting this app you are saying that you are indeed 18 years of age or older and that your character is at least 16 years of age physically and mentally. Now what are your thoughts on kumquats?
Form
[EXAMPLE APP] Miranda Lotto | D.Gray-man | OU | Not Reserved
Player Name: Kathrine
Contact: spkathrine[@]gmail.com/
Other Characters In Game: None!
Character Information
Character Name: Miranda Lotto
Fandom/Canon: D.Gray-man
Timeline: 207th Night, while sitting with other Order members in the medical wing of the Black Order Headquarters
Character History: Miranda Lotto History
Personality:
Miranda has the lowest self-esteem of almost anyone ever. Because of constant failings at everything she does, she believes she's not good for anything and that she'll only make things worse or fail by trying. Even so, Miranda never gives up, because she believes that there must be at least one thing in the world that she can be good at, some person that she can prove herself to and have them be happy that she was there. After meeting Lenalee and Allen, she accepts being an Exorcist as her calling and goes to train at Headquarters.
Miranda's Innocence, Time Record, takes a large toll on her body, and her emotions, because she uses it whenever she can to take away the injuries of those around her, especially her fellow Exorcists, but when she deactivates it, all of their injuries come back, on top of the ones they have newly received. Miranda can't stand the thought of letting them be injured that way, not only because she cares about them, but also because she sees it as a failure on her part that her Innocence isn't powerful enough to take away their injuries permanently. To her, it makes her more useless and a less important part of the team. It's even worse if the person or people will die once she deactivates her Innocence, because she blames herself for their deaths, even though she didn't injure them in anyway.
Miranda is also a chronic worrier. It's like an anxiety disorder, because she gets herself really worked up worrying over every little thing she says or does and also about the people she cares about.
Abilities:
Time Record -- This is Miranda's Innocence which looks like a huge disc with glowing lines strapped to her arm, and it has the power to stop time, rewind it, and to "turn back the clock" on people and objects. She can take away a person's injures and keep them locked inside of Time Record, or return an object to its prime condition, but all of these effects end once Time Record is deactivated. Miranda's Innocence is an Equipment Type, but also also a support/defense type, since she cannot use it to attack anyone. Because of Time Record is not a weapon, it should be left in her possessions, but it would be nerfed to where using it would tire her out much faster (say three days instead of five) and the size of the Area of Effect would be only the size of one of the Cores instead of an entire District.
Insomnia -- Yes this is an ability! Miranda can go days without sleeping, which helps her Innocence work at its best, because she can keep it activated for longer periods of time. Since it is not an actual superpower or skill and more her lacking the ability to sleep, I do not believe it would be affected by the game’s restrictions.
Stamina -- Miranda has a lot of stamina for a rather new Exorcist. Time Record eats up her energy, but she can go days without rest, and still have it activated. Because of the fact Time Record would drain her energy faster, I think her stamina being cut in half and she would be likely to only last three days at best with it turned on instead of up to 10 days.
Stock: Miranda’s stock would be her Exorcist coat, her uniform, her satchel of first aid items
and extra hair ribbonsand Time Record.Room: A-Block!
First-Person Sample: [Interrogation-Response] 3. Do you believe criminals are born or made? Explain.
What? [She is rather surprised by this question, but the expression on the Officer’s face makes her feel like this is being taken very seriously.] Um…W-Well, I don’t know. I don’t think that ever is just well born to commit a crime. There’s—um—usually a reason why they did it and you can’t just…take everything out of context. You have to think of why they did it.
Third-Person Sample: [Canon-based]
Miranda barely flinched at the iodine against her cheek or the bandages being wrapped around her arm. It was only a burn, it would heal. Not all of the others were so lucky with as one of the Finders had broken an arm—and some had not returned at all. She clenched her hand and the nurse frowned at her.
“Please stay still, Miss Lotto,” she chided, gently. Miranda blushed and apologized under her breath, but didn’t move again. It wasn’t helping anyone to make things harder for the nurses to do their work, even if it did sting a little.
She let her eyes roam the room, taking in all the people that were being tended to. So many of them were here. Back from one mission, moving on to the next. It was as if they rarely had the time to do anything together anymore. They were frayed at the edges even as they tried to hold everyone together at the core.
And some people were still missing. It was an emptiness she tried to ignore. This was her family. And even if some were gone far and wide, spread thin and away, they were still her family.
The bandage was placed on her cheek and she finally leaned back, giving a smile and a nod of thanks. “Thank you,” she said. She reached up, smoothing her fingers over it.
“It’s the least I can do,” the nurse replied with a smile. “You Exorcists do so much.”
It’s not true, she thought. They didn’t do nearly enough. They couldn’t. But she smiled instead. “Thank you.”
The gate opened and Timothy was thrust through, looking exhausted and as hungry as the rest of them. He was just a child. So young. Too young. It’s not—
--She kept that thought to herself as well. It won’t help. General Klaud looked to her and Miranda sat up straighter, more on edge. She knew that look even if the words had not yet been said. “Miranda, you’ll depart with me in five hours. Get ready.”
“Ye-Yes!” she nodded, hands clenching on the seat beneath her even as her hair tickled the bandage on her cheek. This was all she could do. It might not have been enough, but it is all she had. She had to move forward with everything in her. A friend had taught her that.
Mature Rating Awareness: I have no idea what a kumquat is.
Rejected
EXPLANATION NOTE
[EXAMPLE APP #2] Miranda Lotto | D.Gray-man | OU | Not Reserved
Player Name: Kathrine
Contact: spkathrine[@]gmail.com/
Other Characters In Game: None!
Character Information
Character Name: Miranda Lotto
Fandom/Canon: D.Gray-man
Timeline: 207th Night, while sitting with other Order members in the medical wing of the Black Order Headquarters
Character History: Miranda Lotto History
Personality:
Miranda has the lowest self-esteem of almost anyone ever. Because of constant failings at everything she does, she believes she's not good for anything and that she'll only make things worse or fail by trying (she was fired from one hundred jobs in her hometown). Even so, Miranda never gives up, because she believes that there must be at least one thing in the world that she can be good at, some person that she can prove herself to and have them be happy that she was there. If she can’t be good at anything, at least she can keep trying because otherwise she has nothing left for her. After meeting Lenalee and Allen, she accepts being an Exorcist as her calling and goes to train at Headquarters because she wants to make a difference, and prove to herself that she is more than who she once thought she was. Miranda never wants to go back to being that woman who hid away in her home drinking away her sorrows and growing steadily more jaded and bitter at the world. She is an Exorcist, she has purpose, and she has friends. These are the things that drive her—her strengths and her weaknesses.
Miranda's Innocence, Time Record, takes a large toll on her body, and her emotions, because she uses it whenever she can to take away the injuries of those around her during a fight, especially her fellow Exorcists, but when she deactivates it, all of their injuries come back, on top of the ones they have newly received. She knows that she is essentially healing them so they can continue to fight and get hurt even more, which makes her wonder if her Innocence is a blessing or a curse at times. Miranda can't stand the thought of letting them be injured that way, not only because she cares about them, but also because she sees it as a failure on her part that her Innocence isn't powerful enough to take away their injuries permanently. To her, it makes her more useless and a less important part of the team. It's even worse if the person or people will die once she deactivates her Innocence, because she blames herself for their deaths, even though she didn’t cause their wounds.
Still, Miranda doesn’t believe there are many things that she is good at, so she will strive to do her best with what options are open to her. If she can protect her friends in whatever minor way she can, she will do so. If she has to put her life in danger to achieve a goal that will benefit them or some innocent person, she will. She’s a giver. Willing to keep giving and giving of herself even when she doesn’t believe that she has much worth giving. She apologizes often for the slightest of mistakes and social missteps. She can be pessimistic and negative, but often turns these negative moods onto herself rather than on anyone else. Miranda is also a chronic worrier. It's like an anxiety disorder, because she gets herself really worked up worrying over every little thing she says or does and also about the people she cares about. But it doesn’t stop her from wanting to believe in the good in others, to the point she is more likely to trust a stranger she just met than to assume they are a danger to her, despite the fact she knows that in her world anyone could be an Akuma out to kill her.
In the time since she became an Exorcist, Miranda has come a long way from the self-loathing, bitter, lonely, miserable person she once was. She is more assertive, willing to stand up for herself and express her feelings, and doesn’t fall into dark moods as much as she used to, but she doesn’t see for herself just how far she’s come. The fact that she leaves her hands bare at times now when months ago her palms were constantly covered (and months before that she never would have gone without gloves covering them entirely), shows she’s less self-conscious and more comfortable in her own body. Any mention of something like this by someone else will send her into a full on stammering fluster. She’s still clumsy and erratic and goes off on strange tangents in her thoughts without meaning to, but she is changing. It’s a work in progress and Miranda isn’t afraid to put in the effort.
Ending up in a prison like Daedalus would be very upsetting for Miranda. She feels very guilty about accidentally kidnapping everyone in her hometown and holding them against their wills for over a month, but she has hoped that everything she has done since becoming an Exorcist would make up for that. A prison where the corrections officers so blatantly abuse their authority and other inmates look at her as someone they can use or abuse would put her on edge constantly. She’s working on being more assertive but a place like Daedalus is another beast entirely. Miranda can take abuse and keep getting back up, but she might grow more and more paranoid. It will make her toughen up and have to learn to survive on her own.
Abilities:
Time Record -- This is Miranda's Innocence which looks like a huge disc with glowing lines strapped to her arm, and it has the power to stop time, rewind it, and to "turn back the clock" on people and objects. She can take away a person's injures and keep them locked inside of Time Record, or return an object to its prime condition, but all of these effects end once Time Record is deactivated. Miranda's Innocence is an Equipment Type, but also also a support/defense type, since she cannot use it to attack anyone. Because of Time Record is not a weapon, it should be left in her possessions, but it would be nerfed to where using it would tire her out much faster (say three days instead of five) and the size of the Area of Effect would be only the size of one of the Cores instead of an entire District.
Insomnia -- Yes this is an ability! Miranda can go days without sleeping, which helps her Innocence work at its best, because she can keep it activated for longer periods of time. Since it is not an actual superpower or skill and more her lacking the ability to sleep, I do not believe it would be affected by the game’s restrictions.
Stamina -- Miranda has a lot of stamina for a rather new Exorcist. Time Record eats up her energy, but she can go days without rest, and still have it activated. Because of the fact Time Record would drain her energy faster, I think her stamina being cut in half and she would be likely to only last three days at best with it turned on instead of up to 10 days.
Stock: Miranda’s stock would be her Exorcist coat, her uniform, her satchel of first aid items
and extra hair ribbonsand Time Record.Room: A-Block!
First-Person Sample: [Interrogation-Response] 3. Do you believe criminals are born or made? Explain.
What? [She is rather surprised by this question, but the expression on the Officer’s face makes her feel like this is being taken very seriously.] Um…W-Well, I don’t know. I don’t think that anyone ever is just well born to commit a crime. People aren’t like that. There’s—um—usually a reason why they did it and you can’t just…take everything out of context. You have to think of why they did it. If you don’t, then you can’t really rehabilitate them?
Third-Person Sample: [Canon-based]
Miranda barely flinched at the iodine against her cheek or the bandages being wrapped around her arm. It was only a burn, it would heal. Not all of the others were so lucky with as one of the Finders had broken an arm—and some had not returned at all. She clenched her hand and the nurse frowned at her.
“Please stay still, Miss Lotto,” she chided, gently. Miranda blushed and apologized under her breath, but didn’t move again. It wasn’t helping anyone to make things harder for the nurses to do their work, even if it did sting a little.
She let her eyes roam the room, taking in all the people that were being tended to. So many of them were here. Back from one mission, moving on to the next. It was as if they rarely had the time to do anything together anymore. They were frayed at the edges even as they tried to hold everyone together at the core.
And some people were still missing. It was an emptiness she tried to ignore. This was her family. And even if some were gone far and wide, spread thin and away, they were still her family.
The bandage was placed on her cheek and she finally leaned back, giving a smile and a nod of thanks. “Thank you,” she said. She reached up, smoothing her fingers over it.
“It’s the least I can do,” the nurse replied with a smile. “You Exorcists do so much.”
It’s not true, she thought. They didn’t do nearly enough. They couldn’t. But she smiled instead. “Thank you.”
The gate opened and Timothy was thrust through, looking exhausted and as hungry as the rest of them. He was just a child. So young. Too young. It’s not—
--She kept that thought to herself as well. It won’t help. General Klaud looked to her and Miranda sat up straighter, more on edge. She knew that look even if the words had not yet been said. “Miranda, you’ll depart with me in five hours. Get ready.”
“Ye-Yes!” she nodded, hands clenching on the seat beneath her even as her hair tickled the bandage on her cheek. This was all she could do. It might not have been enough, but it is all she had. She had to move forward with everything in her. A friend had taught her that.
Mature Rating Awareness: I have no idea what a kumquat is.
ACCEPTED
Nill | DOGS: BULLETS & CARNAGE | CRAU | Reserved
Player Name: Iola.
Contact:
Other Characters In Game: N/A.
Character Information
Character Name: Nill.
Fandom/Canon: DOGS: BULLETS & CARNAGE
Timeline: End of Chapter 76.
Character History: Here is a link. To expand: Nill's world is "a post-apocalyptic world where violence, crime, genetic manipulation and other cruel scientific experiments have become common." The story is set somewhere in Europe (probably Germany, judging from the surnames "Rammsteiner" and "Einstürzen"). Drugs, sex, and violence are rampant in the underground, the area where Nill was "born and raised." This area seems to have been an expansion of a subway system, modified to allow for houses and such. There is also a rather large church down there, which Nill calls home. Almost everyone in this world has some kind of weapon (often a gun), and the police force is basically a figurehead, not really having any ability to enforce whatever kind of laws exist. There are mobs and gangs everywhere, each fighting over territory in the above, where the more privileged lived. Nill rarely goes to the above, and even when she has, she hasn't seen anything outside Granny Liza's shop.
A test tube baby, Nill was genetically spliced with some sort of bird, giving her a small set of wings on her back, very much like an angel’s. However, the result of such genetic engineering is that the subject is given "artificial limits" to keep them from becoming superior to regular humans; it seems as if Nill has lost her voice box, as she is physically unable to speak. She can only make natural noises, like sighs or coughs, Otherwise, she is completely silent.
The first time Nill and Heine meet is when she is trying to escape some bounty hunters; she had run away from a brothel, and the proprietor decided that she was valuable enough to warrant capture. Heine saves her and takes her to a seedy hotel, where she cleans up and he starts asking questions. However, since she can’t talk, he can only get her age at first, which she reveals to be fourteen by holding up her fingers. She tries to touch him comfortingly, but because of his phobia of women, Heine completely flips his shit and almost kills her. Almost immediately after, a hunter shows up and shoots Heine, and Nill is taken, believing her savior to be dead
She is taken back to the whorehouse, where the proprietor decides to “train” her himself before selling her to clients. Heine shows up [he wasn’t dead by the way] with his comrade Badou, and the two proceed to shoot the hell out of everybody in the place. Nill takes the opportunity to escape from her prison room, and runs into Heine a bit down the hallway. He shoots over her head, killing the man chasing her. When he turns to Nill and asks if she’s afraid of him, she just smiles a bit and shakes her head; no, she isn’t afraid of the white-haired man who just kills everybody. Not at all. He saved her, after all.
Heine takes Nill back to the church in the underground which is his “base of operations.” There she meets Bishop, a blind priest with a fetish for Gothic Lolitas. Because of him, Nill is always dressed in ridiculous clothing. Anyway. We find out that for some reason, Heine won’t actually flip his shit when Nill touches him; apparently, mute teenage girls with wings are the exception to his gynophobia. She spells out her name on his hand, and now everybody knows what her name is. Hooray!
Also, Heine leaves her in the church with the creepy priest. It’s her new home. Granted, it’s way better than a whorehouse. She’s sad to see him go, but Bishop assures her that Heine will visit her as often as he can.
Some time has passed. Naoto, a young woman who can’t remember her real name. shows up at the church. Nill is sweeping the steps of the cathedral, and is surprised by her; however, Naoto just brushes her off as nonthreatening and waits for Heine. However, the church is attacked by a group of thugs hired by the man who runs the whorehouse; he really wants his prostitute-to-be back, you know. The men grab Nill, but Naoto unsheathes her sword and kicks all their asses. Bishop fawns and creeps over Nill, calling her his little angel.
Heine returns! Naoto tries to talk to him about something, but he keeps dodging her because she’s a woman. Nill watches, slightly distressed that someone is trying to get close to Heine when he doesn’t want them to. Everybody leaves to go kill people, and Nill presumably derps around the church with Bishop. But then he leaves too, and she’s all alone for a while baw.
Everybody comes back! Except for Bishop. Naoto says she’s lost a button on her coat, and Nill kidnaps her to try to sew it back on. She completely fails. But she’s shocked to see Naoto’s huge chest-scar, and Naoto assures her that it doesn’t hurt anymore. Then Nill goes back to trying to sew; she’s trying to learn so she can fix Heine’s bullet hole-filled clothes, but it isn’t going so well. So Naoto borrows one of Nill’s dresses, and they are the Ridiculous Sisters for a while.
Heine talks about his Terrible Childhood™ and Nill is sad and confused. She’s still working on that button, though—at least, until Badou steals the coat from her and just sews that shit up like it’s nothing. She is shocked and mortified. Badou makes fun of Naoto for not being very ladylike at all, and Nill laughs silently. Shortly after, there is some kind of explosion, and Nill cowers under a table; she doesn’t like those kinds of things, okay. Heine and Naoto off to investigate, leaving Nill in the care of Badou. What a great idea that was. He starts talking to her about his past and stuff. It frightens her.
Nill | DOGS: BULLETS & CARNAGE | CRAU | Reserved
Nill | DOGS: BULLETS & CARNAGE | CRAU | Reserved
Revisions Request
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Jason Todd / Robin II | CRAU | Reserved
Player Name: Al
Contact:
Other Characters In Game: N/A
Character Information
Character Name: Jason Todd | Robin II
Fandom/Canon: DC Comics
Timeline: After he witnesses Felipe fall to his death, right before Death in the Family
Character History:
Wikipedia
Comicvine
DC Comics wikia
NEW EARTH at the DC comics wikia
Game Canon History:
Jason will be a CRAU with memories from
Later after they took over the station that was pretty much moot point- but we’ll talk about that later.
The AI in charge of actually talking to them, listening to them and (to her eyes) taking care of them was called Val, and she actually seemed to want to help them out despite the experiments they made them go through. Or that’s what they thought.
Apart from the F1 there was a ‘F2’ but it was never used, and there was also the ‘F3’ an extremely big part of the station which would sometimes shift to recreate someplace from a particular canon, their dangers included. Examples of said place were Gotham, one of Firefly’s planets, a Japanese onsen… it was hard to believe they weren’t actually in said places for the lab rats.
Jason popped into the facility during one of these visits to the F3 (To the Wild West!), and a 4th wall event to boot. That means he wasn’t supposed to stay there and was just a visit since I played older!Jason at the time but the sneaky guy took over my mind and was much, much more easier to play. Anyway… he met a lot of people, including Barbara Gordon and Dick Grayson and (the now Robin) Damian Wayne. He bothered that last one a lot actually, but only because he was kind of fun to piss off. He actually likes the kid a lot.
Val, like I said earlier actually wanted to be of help so she plotted a way to get them safe from the consortium’s grasp. They had to destroy the F3, and since this happened during the middle of a 4th wall event the F3 was crowded enough that it was possible! By then some of the characters that had been in the facility for long they remembered the last 4th wall event, so Jason was already pretty sure he’d disappear at the end of the week. So he gave it all. He might not have any kind of powers whatsoever but he was hardly defenseless, and he did his best to help people out, making sure no one was in danger during the F3’s destruction.
Then, when he expected to wake up back at home and not remembering any of this… he woke up in the facility once more. He was kind of freaking out, but luckily for him Babs was there, along with Dick and the ‘crazy uncle’ Bucky so he had someone to take care of him. He was pretty much adopted, and so his life in the facility began.
He made a lot of really close friends like Wally West, Artemis Crock, Damian Wayne, Yukina… and Nill. He got along with Nill pretty much from the start, and soon started developing a crush. Jason is a huge flirt that likes to tell girls how pretty they are, but soon it became obvious Nill was different- so he tried to hide it the best he could.
Bears to mention that soon after they took the F3 and destroyed it, they were at war with the consortium. There was a huge, tremendous fight in which he helped with undercover teams he planned along with Damian. In the end they took the station as a whole and while everyone in the consortium had gotten killed, Jason refused to dirty up his hands. He didn’t know them at all, how was he to judge if they deserved to live or die?
They moved to the big station but the experiments simply continued. He got turned into his adult self once during the wish week while Dick and Babs were apparently married, had to kiss Wally to keep Val from ‘punishing’ him, had to share memories with a simple touch… experiments came and went and Jason was feeling more and more jaded. What good did take the station do if Val was still experimenting on them? Nothing had really changed after all.
Just then Dick Grayson got terminated, which hit Jason pretty hard. He hadn’t been really around the last months but he still was the man who had given him his Robin suit and his phone number in case Bruce was too much of a pain in the ass. He leaned on Babs, Bucky Damian, Wally, Artemis, Nill and the rest of his friends who managed to make him feel better…
And then came the skrulls. For those who aren’t familiar with the Marvel canon skrulls are basically extremely good shape-shifters so they could take whatever form they wanted to and it would take anyone a while to notice. They kidnapped people from the ship and took their form, infiltrating and planning the attack on the ship. And they took Babs’ body. Once Jason got confirmation from Bucky that he had to kill the skrull that had taken her form, that there was no other way… he did it. And this was the first time Jason murdered in the facility, and it was killing someone with the face of the woman that had taken care of him and accepted him into her house and life. (There’s discussion on if he really did kill Felipe Garzonas. I’m of the opinion he did but the comics kept it vague and I will do the same).
Because of this experience Jason grew pretty sullen and quiet, even during the Hot Springs resort Val made for the lab rats in the F3. During this ‘vacation’ an experiment made some of the lab rats succumb to their hormones, so Jason, Wally and Damian decided to camp out and hide from every one and every adult, just in case.
Nill, also affected by the hormones asked the facility about kisses, boyfriends, girlfriends and things like that… and Jason got his hopes up just to have them crashed again when Nill said there was no one in the facility she was interested in ‘that way’. But he simply decided to try to stop having said feelings for her, even when everyone else told him to just ask her- what was he going to lose for it anyway?
But he had put Nill into this angelical pedestal and he didn’t think he was good enough for her. He was so busy daydreaming over her that he even missed when his friend Artemis implied she had a crush on him, as well as a crush on her canon love interest Wally. But life in the facility went on, despite teenager-y love affairs.
The next intense experiment was shadow week, inspired by the Persona games. Jason’s shadow was full of anger, so ready to jump at everyone’s throats he couldn’t even talk. The upside was that he was pretty easy to hide, and Jason simply kept him in his room. But he got to talk to Nill’s shadow, who revealed her past as a brothel worker and confessed she knew of Jason’s feelings for her and was scared of him because of him being a guy.
Jason took it hard, specially the part about her already knowing but once the real Nill could talk to him again she reassured him that they could still be friends, she wasn’t THAT scared of him, he would just have to be patient. And patient he was. After that their relationship was never the same- but they tried to keep protecting each other and being close, like during the SAW week experiments where Jason got some acid thrown into his face when he tried to stop some spikes from hurting Nill.
Still Jason tried to keep being his happy self and to see everything the bright side because they had enough darkness in their everyday lives in the facility. He did things like using his illusion-making power of the week to give himself a huge birthday party or to prank people around… Jason is that guy who sees the world for the dark rotten mess it is, but still tried to cheer everyone else up. Yes, they had twisted dark experiments every now and then, but mopping about it wouldn’t change a thing.
During one experiment where they got ghost-likes visits from themselves at different points in their lives Jason got to meet what he called his Zombie self. A slightly older Jason just risen from the grave and thrown to the Lazarus’ pit (DC’s magical resurrecting swimming pool- oh it also turns you crazy, so I wouldn’t use it if I were you) told him about his death (in vague details) and resurrection.
Jason was understandably upset, and spent weeks barely talking to anyone who had known and hadn’t told him (which means he basically spent time with Wally, Artemis and Nill). Eventually after a talk with Bucky, he decided to put all that behind him and start afresh. It still hurts him that somewhere in the future his real-self dies and there’s nothing he can do about it, but he’s decided to live the life he wouldn’t have gotten.
Which is probably why, when Nill died and then came back slightly older (and with more curves, he noticed) he went up to her infirmary bed and asked her to date him after they had shared their first real kiss. And thus the facilityTP was born.
After that the game honestly kind of went downhill, and Jason was dropped after a F3 in the middle of a desert-like planet.
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Tom "Toro" Raymond | Marvel 616 | CRAU | Reserved 1/3
Player Name: Kathrine
Contact: spkathrine[@]gmail.com / plurk: chocolateisbrainfood
Other Characters In Game: None!
Character Information
Character Name: Thomas “Toro” Raymond
Fandom/Canon: Marvel >Marvel 616
Timeline: Mid-The Torch #7.
Character History:
Toro’s history started even before his birth. In the 1920s, both his mother and father were assistants to Phineas T. Horton while he worked on creating man-made cells out of poly-strain plastics that would act like human cells, although they did so at different times. Because of her exposure to Horton’s cells and radiation during her later experiments, Tom’s mother, Nora, became sickly. Eventually, she met Fred Raymond, who also became ill due to asbestos exposure, and they married. Thomas Raymond was born on May 6th, 1924. Toro grew up with immunity to flames and heat, unable to be hurt by them in any way, and a slowed form of aging that made him look years younger than he really was. His parents were protective of him and he didn’t have a lot of friends growing up, but it wasn’t until 1939 when Jim Hammond, the android that Horton creating using those cells came to their door that Toro first burst into flames himself. Fred and Nora were terrified and Fred made Jim leave immediately. Toro wouldn’t meet him face-to-face for a year.
Nora’s illness worsened after she gave birth to Tom’s sister, Elaine, and Fred found out he was being hunted people who wanted his knowledge on asbestos chemicals, so he decided that taking his family on a “vacation” out of country would be in their best interests. They left Elaine with relatives and decided to take a trip to Mexico where they had gone on their honeymoon (and decided on Toro’s well-known nickname). In 1940, while on the train to Mexico, Toro’s parents were killed in a train crash caused by Lady Asbestos, who had wanted to silence his father and keep his knowledge from falling into the hands of anyone else since he had refused to work for her. But Toro, because of his fire immunity burst into flames and managed to break his way free of the wreckage, burning the people in the train car with him at the same time. He was the only survivor of the wreck and was found by a traveling circus train afterward. He was taking in by Tom and Ellie Anderson, a fire breather couple, to be part of their act and remained with the circus for months before Jim Hammond found him and again Toro burst into flames at his mere presence. They couldn’t understand why Toro’s powers were reacting to Jim, but Mad Thinker and Reed Richards concurred years later than Toro had been exposed to the Horton’s Cells that make up Jim’s entire body and his mutant x-gene reacted by attaching the cells to his own and then mimicking Jim’s powers, thus making him a human torch himself. Jim teaches Toro how to control his powers and then later on takes Toro as his partner, The Flaming Kid.
It is later on that year that Toro finally met Namor, another superhuman who was a scion of Atlantis. Jim and Namor argue and bicker constantly to the point that it was Toro who had to act as the voice of reason between them. Not that Toro was above arguing with Namor himself, such as the time that Namor allied himself with the Nazis and attacked U.S. Naval troops in hopes of preventing them from bombing more areas in Atlantis. He kidnapped Toro and locked him in a room filled with water, where he caught pneumonia. Namor felt guilt and wanted him cared for by his best doctors, only Toro used it as a means to escape by pretending to be more feverish and delusional than he really was. Namor eventually turned on the Nazis and fought with Jim and Toro against them, which was rare for them at the time. They fought together again in early 1941 against the Green Flame squad creates by Dr. Manyac who tried to replicate Professor Horton’s cell formula. The first attacked Namor who assumed they were related to the Human Torch and accused him of conspiring with them. Toro immediately went on the defensive, but Jim pulled him back and they left—only to be attacked by the improved models of Dr. Manyac’s prototypes themselves. Toro was ordered by The Torch to leave for help and the first people he went were Officer Betty Dean and Namor. They did manage to defeat Dr. Manyac, but it was only a sign of how these three would continue to work together in the future.
It was also during this time that Jim would enroll Toro into schooling while his adoptive parents were touring with the circus, to give him more social interaction with kids his own age. Before the end of the war, he completely dropped out of high school, not having the time to maintain a school career along with everything else. As a war to support the war effort, his school, P.S. 17 trying to sell war stamps as a way to raise money for the war effort. It was through Toro copying the art of the stamps for a poster that they realized the stamps were forgeries. He and Torch set out to uncover the racket, which turned out to be one of the local mob gangs.
In late 1941, they were asked by President Roosevelt to become a part of the Invaders, a special ops group supported by the U.S. government to deal with major threats at home and abroad. On their first real mission, Toro and Jim were sent to Pearl Harbor on December 7, 1941, after they were warned of an impending attack. They found themselves in the middle of a large fleet of Japanese fighter planes and attempted to save as many lives as they could, but they arrived too late to do more than curb how much damage was done by the kamikaze pilots. They would go on to fight abroad for months at a time, but due to their pull with the youth of America, Tom and Bucky were often sent on campaigns in the States to raise funds and support for the troops through selling Liberty Bonds. It was on one of these campaigns that Toro helped Bucky and his friends face down the Red Skull, which lead to Toro and Bucky arguing—and then eventually forming the Young Allies. With Bucky and Toro leading them, this group of teenage boys that were already involved in military training handled acts of terrorism and unrest in the U.S. and abroad.
It was during a mission in 1942 with the entire Avengers team, including Jacqueline (Spitfire) Falsworth and Brian (Union Jack) Falsworth that Toro is shot and the due to his healing the bullet becomes lodged close to his heart and stuck there. They believed he would die without medical attention so Bucky took Namor’s flagship and returned to the States to search for a medical expert who could perform the surgery. No one else was willing to attempt the surgery, but a nurse told Bucky of a Dr. Sabuki who had the skill to do it successfully only he was currently in a Japanese relocation camp. Bucky went to free him, only to have the camp attacked and Dr. Sabuki, his daughter, and Bucky were all kidnapped by Agent Axis. They then also attempted to kidnap Toro as a means of forcing Bucky go cooperate, but Gwenny Lou’s best friend David attempted to stop them and failed. Dr. Sabuki performed the surgery on Toro and saved his life, but was then forced to cooperate with Agent Axis. This led to Gwenny Lou and David being used in an experiment to try and separate the three minds of Agent Axis, only for them to get superpowers instead when the experiment was interrupted. They managed to defeat Agent Axis after Captain America, Sub-mariner, and The Human Torch arrived, but the four teenagers decided to create yet another group, the Kid Commandos. Toro and Bucky would often work with them and the Young Allies while the other “big hitters” of the Invaders are fighting separate, secret missions overseas.
When not working with the Invaders as a whole or with Bucky and their stateside teams, Toro often worked with Jim and Namor in the Pacific. They were often sent to handle firefights in the sky to prevent kamikaze pilots from sinking the battleships or to help turn the tide in taking islands back from the Japanese due to all three being able to fly, whereas Bucky and Captain America were often sent to handle things in Europe or Africa. Still, most often the group worked together and would be expected to not only fight the battles, but stage scenes of victory for the camera as part of the Allied Powers’ war propaganda. During one of their small tours on the home front, the Red Skull attacked a War Bonds parade the Invaders were participating in, capturing all of them except Bucky. The Invaders were brainwashed and turned against the Allied Powers, but Bucky and the newly formed Liberty Legion were managed to save them and send the Red Skull into a retreat. Brainwashing become a pattern for Toro as he has a susceptible mind and is taken under the mind control of the enemy more than once during the war.
It is sometime in early 1943 that Toro almost got the entire team killed while in Poland. He wanted to celebrate Bucky’s birthday and told the proprietor of the inn they were staying in who’s name to put on the cake, which led to them being ambushed by gunfire, Master Man, and Warrior Woman. It’s not long after that Toro and Bucky are sent back to the states to do a tour of War Bond rallies, particularly those that they do with the Young Allies. During one rally a fight breaks out in the streets between zoot suiters and the police, but once the Young Allies step in, it quickly went in their favor. Toro uses a massive flash grenade style technique to shock everyone, thus finding out the zoot suiters were actually under mind control and could not remember when or why they even started the fight. It turns out that this is the work of Lady Lotus, who then uses a phone call to take over Toro’s mind and she uses him to capture the other Young Allies. She sends them all on a mission to attack Muroc Field, one of the most well-known military air bases in California. Washington manages to break out of the mind control and knocks Toro out of it with a flare gun, who then proceeds to use his “razzle dazzle” technique on the rest of their team just as he had with the zoot suiters. They created a fake report with the airbase so Lady Lotus would think they had succeeded in their mission and return to her so they could get rid of the mystic crystal she was using to enhance her psychic abilities. Toro was injured in the final fight, not enough to stop him from knocking the crystal out of her hands and into a large crevice in the ground.
The boys are separated after this mission, with Bucky going off with Captain America, Toro fighting in the Pacific again with Jim and Namor, while the other Young Allies continue their military training. It’s in December when the Invaders are brought together again for a mission that actually sends them into the future in 2008, where they find that most of them are dead. They dispatch a team of Thunderbolts fighting Spider-man in Manhattan, then hide out in the subway until the next day. Then they are captured by S.H.I.E.L.D., and Toro is drugged and put through various tests by the scientist to determine whether or not he is a real mutant. The tests are confirmed, but Toro has no idea what a mutant is at the time and isn’t until Bucky breaks him out of the room and they reunited with Jim and Steve on the deck of the Helicarrier. They were rescued by the Secret Avengers hiding out from S.H.I.E.L.D. only for Tom to find out that he had died decades before and no one had been there for him. They eventually were sent back to their own time where the Red Skull had used the cosmic cube to win WWII, and had to set it all to right against or the future would be altered forever. They did manage to fix the timeline, to the point that most of them, including Tom, don’t even remember these events ever occurring. These events are what lead Bucky to using the cube to wish Tom back to life in the future after his death, though.
After this, the boys get to spend less time together due to the war in the Pacific picking up steam and Jim, Namor, and Toro being sent there more often. It is sometime probably during the summer months of 1944 that the older Invaders are being sent off on another covert mission from their current base in Poland that Bucky overhears that there is an American spy who has been compromised and captured across enemy lines. The military didn’t know what to do about it at the time, but the knowledge the spy had was crucial and so Bucky convinced Toro to go along with him to rescue him. What they found after breaking into the camp to free the spy was that he was being held in a concentration camp. They fought their way out, Toro getting shot in the process, and hoped to return to free the people being held there, but in the end they didn’t have the chance before the end of the war.
Toro’s arm doesn’t take too long to heal, but by the time August 1944 rolls around the young men manage to get leave passes to head to France. They have a short, but happy reunion with Geoff, Washington, Patrick, and Hank, the other members of the Young Allies, who all had been very successful in their careers so far with the military. Instead of getting to enjoy the short amount of downtime they had together, the Young Allies would team up to help Geoff and Hank bring down a secret Nazi infiltration group working in right there in Paris. After a high speed chase, they manage to catch the leaders of the group and Tom and Bucky have to lead to get back to their own missions of rooting out HYDRA operatives still operating in France at the time
The Invaders were crucial to the success of the Allies side of the war, and when the War in Europe came to a close, Toro was there when Jim Hammond killed Adolf Hitler. Tom and Jim returned home from Europe after killing Hitler to find out that Captain America and Bucky were gone, lost while trying to stop Baron Zemo from trying to send a new, high-tech plane to attack the United States. They were thought dead and President Truman (newly instated after the recent death of President Roosevelt), brought in Fred Davis and Bill Naslund (also known as the Spirit of ’76) to replace them because he truly believed that morale of America would suffer if the people knew Bucky and Captain America had died. This hit Toro hard because Bucky had been his best friend for years, but like all the other Invaders, he accepted it because the War was not yet over and they had work to do.
Even after the war, Jim and Toro remained partners and fought crime as part of the “All Winners Squad,” but in 1949, they were hit with a chemical solution called “X-R” and were paralyzed. The mobsters buried Jim in the desert and sold Toro to the Russians, who were the ones that had given them the chemical to begin with. He was subjected to experiments and brainwashing to the point that he became a loyal Soviet operative with no other function in his life. They would send him to Korea to attack American military bases and even in the States there were rumors about the “Russian’s Torch.”
Tom "Toro" Raymond | Marvel 616 | CRAU | Reserved 2/3
Tom "Toro" Raymond | Marvel 616 | CRAU | Reserved 3/4
Tom "Toro" Raymond | Marvel 616 | CRAU | Reserved 4/4
ACCEPTED
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Tieria Erde | Gundam 00 | Reserved 1/?
Player Name: Sailor G
Contact: AIM: Duches77, Plurk:
Other Characters In Game: None
Character Information
Character Name: Tieria Erde
Fandom/Canon: Gundam 00
Timeline: Near the end of the movie
Character History: There is a super detailed version here.
Very little is actually known of Tieria's origins. He is an artificially created being and is first shown being active during the testing of the Virtue Physical prototype for his Gundam in 2302 A.D. The test was sabotaged, and badly injured another Meister test pilot, Hixar Fermi, in the process. Tieria at first seems uncaring of the situation as he isolates himself from the others and remains closed away in his quarters. However, a small investigation into communication logs by one of the Celestial Being recruiters, Grave Violento, finds several inquiries from Tieria's computer terminal in regards to Hixar's condition. It's this log of communications that convinces Grave that Tieria is not the unfeeling and cold Innovade he often presents to others. With Grave's observations and VEDA's assessment of his skills, he is accepted and sent to Celestial Being as a Gundam Meister for the actual start of operations and to be on the mission team. As a recruiter, Grave is aware of Tieria's Innovade origins, but he doesn't disclose this information to anyone else in Celestial Being. Tieria's identity as an Innovade remains hidden from the others on the Ptolomaios until Season two, when he decides to reveal it to the rest of the crew and deal with a possible conflict of interest.
As a Celestial Being Gundam Meister, Tieria first pilots the Gundam Virtue, which has the ability to shed its exterior armor to reveal the Gundam Nadleeh underneath. Installed in his Gundam is the TRIAL system, which gives Tieria the ability to override and shut down any Gundam he feels is acting outside mission parameters. His ability to interface with Veda directly through a mental link and this system make him the ultimate decision maker on who's fit to pilot a Gundam, but, because pilots are apparently difficult to come by, he declares the other Meisters unfit from time to time, but never actually replaces them.
Tieria does not take it well whenever Celestial Being's missions come close to failure, and he handles it even worse when three new Gundams piloted by the Trinity siblings appear out of the blue to save them, claiming to be Gundam Meisters as well. He resents them and goes to Veda to find out what he can on them, but discovers he's been blocked from their information, which is encrypted to Level 7. Shocked, Tieria becomes frustrated and actually joins Setsuna F Seiei when he goes after the Trinities for inciting armed conflict. When the Trinities reveal Level 7 data about Setsuna (who is really Soran Ibrahim) and Lockon Stratos (who is really Neil Dylandy), the battle ends with three shocked Meisters on an island. Tieria watches as Lockon/Neil threatens to kill Setsuna/Soran for what had been revealed, but Setsuna declares he is no longer Soran and is fully committed to Celestial Being. Lockon backs off, then laughs at the situation, which confuses Tieria, who wonders if that's all part of being human.
Ribbons Almark and Alejandro Corner cut off Tieria from Veda completely at this point. Without his link, Tieria begins to soften up towards the others gradually, and eventually develops a dry sense of humor much later on. However, the timing of their cutoff also left the four Gundams drifting helpless in space during a battle. Feeling that something like this might happen, the commander of the Ptolomaios, Sumeragi Lee Noriega, had her programmers, Feldt Grace and Christina Sierra, install a back up operating system in the Gundams. Virtue, however, due to Tieria's interference in attempting to reconnect to Veda, did not immediately reboot with the other three, and Lockon is gravely injured trying to protect Tieria. Tieria experiences severe guilt for this and Lockon's later death when his own attempt to protect the other pilot in return fails because Lockon managed to hack the access code Tieria locked him into his room with.
Tieria survives the final battle, injured and depressed, but later continues working with Feldt and some of the other survivors to rebuild Celestial Being and attempt to bring down the A-Laws, an autonomous peace-keeping force indirectly affiliated with the Earth Sphere Federation and the Innovators. They rebuild their ship, the Ptolomaios, and create four upgraded versions of the older Gundams, giving a more powerful machine to Tieria called Seravee, which, like Virtue, has a second, hidden Gundam called Seraphim that acts as a backpack and powerboost as well as an escape pod to give Tieria the ability to exit a trap but continue fighting.
After finding and bringing back Setsuna to Celestial Being, testing on the rebuilt Gundams continues until they finally have four pilots and a tactical forecaster again. To this end, Setsuna goes to recruit a new Lockon (who happens to be Neil's twin brother, Lyle), as well as bring back Sumeragi. Those three Meisters, with Sumeragi's assistance in creating a plan, then go in and rescue Allelujah Haptism, the fourth and final Meister, from the new Federation.
During one of the first new missions, Allelujah is shot down on a remote island. During the subsequent search, Tieria meets with Regene Regetta, his own genetic twin, who reveals the secrets of Tieria's past to him... including the fact that he's an Innovator, a genetically enhanced being supposed to guide humanity into the space age. Disturbed by Regene's news, Tieria insists he be part of the team to investigate the leaders of the Federation during a banquet they were informed of by Wang Liu Mei. Setsuna offers to go as his backup, and Sumeragi puts the two of them undercover in disguises.
Tieria meets with Ribbons at the banquet, and Ribbons lets Tieria in on what's going on with the Innovators and the A-Laws, including telling him that he was the one that blocked Tieria's access to certain levels in Veda and then eventually cut him off completely. Shocked, Tieria disagrees with the methods Ribbons is using and argues his point unsuccessfully. When Ribbons insults Neil, Tieria takes it personally and pulls a gun, only to be attacked by Healing Care, genetic twin of Ribbons. Trapped from the only door in the room, Tieria turns and jumps from the window of the room to escape.
Knowing the plans of the Innovators, Tieria decides that he will continue on fighting with Celestial Being. As they return to space and are attacked again, he comes to the decision to reveal himself to the others on the Ptolomaios II. The crew is surprised, and Lyle questions his delay in telling them. When Tieria explains further, Sumeragi tells him that he's still their comrade, no matter what. This takes a huge burden off Tieria's conscience, even so far as getting him to smile just a little bit, an extremely rare occurance.
After repairs at L3 and picking up two additional crew, Linda Vashti and Anew Returner, they are once again attacked. They are forced to return to Earth once more to meet up with Katharon forces in Europe, and Tieria finds Saji Crossroad and Mileina Vashti asleep in the hangar with Seravee after extensive repairs they had performed on his Gundam with Marie Parfacy following the last battle. He puts a blanket over Mileina, carrying a second for Saji, and softly thanks her for her work. Before he can do the same for Saji, the ship goes on alert, waking the two crew members and sending Tieria off to battle once more.
During this time, the A-Laws are developing a massive weapon on the orbital ring called the Momento Mori. This weapon has the ability to cause massive amounts of destruction both to targets in space and targets on Earth. Sumeragi devises a plan to use all the Gundams and their Trans-Am modes to destroy the weapon. It requires flawless cooperation between Tieria and Lyle, the new Lockon. Up to this point, Tieria had been resentful of 'Neil's replacement'. However, he was starting to accept Lyle as Lockon by now, and, during this mission, Tieria finally calls Lyle by his full codename, Lockon Stratos. From here on, Tieria has finally accepted him as part of the team.
After this, the Ptolomy is forced to crash land on Earth during another battle with the Innovators. In this battle, Tieria fights against another Innovator. Bring Stability (Stabity? canon debate on his name here) doesn't want to fight Tieria because Tieria is an Innovator like him. However, he says there are more important things, and fights him anyway. Tieria agrees, fighting back against Bring. When Bring asks him why he's willing to kill his own kind, Tieria tells him it's because he's not one of them, he's human, and then destroys Bring's mobile suit, killing him.
After an incident where one of the pillars was attacked, the Ptolomaios II is forced to disappear for repairs and recovery. For four months, they tried to regroup, but were attacked approximately 20 times by A-Laws forces who seemed to keep finding them. When Allelujah suggests taking back control of Veda, Tieria agrees with the idea and they plot to take one of the other Innovators hostage for questioning. They capture Revive Revival, who bears a striking resemblance to Anew, and try to get information about Veda from the Innovator. Revive uses his quantum brainwaves to take control of Anew, who happens to be his twin, and has her take Mileina hostage as he attempts to capture 00 Gundam. When the crew responds by rescuing Mileina, Revive and Anew escape with the 0-Raiser, but Allelujah and Setsuna go after them. A Haro in 0-Riser distracts Revive and takes control, putting the 0-Raiser into docking mode and giving Setsuna control via the 00 Gundam's system. Revive uses his weapon to blast his way out of the 0-Riser and manages to float off to a waiting shuttle piloted by Anew, and they return to the A-Laws.
A little while later, Anew, Revive and Healing return to attack them again. During the battle, Tieria had planned on performing Anew's former duties as pilot on the Ptolomy, but Sumeragi sends him off with his Gundam, saying it's more important for him to protect them that way than steer the ship. Later, Tieria finds out that Lyle and Anew had battled, and Setsuna destroyed Anew's mobile suit when it looked like she was going to kill Lyle. Lyle didn't see it that way, having been convinced Anew was going to return to the Ptolomy with him and not knowing that she was being controlled by Ribbons, and beat up Setsuna in retribution.
The crew receives a mysterious message, which is just a point of coordinates. Tieria questions the logic of going to unknown coordinates with no message, but Sumeragi informs him Setsuna insists on going. When Setsuna returns from the meeting, he has the coordinates for Veda. The ship heads there to take back the massive computer from the Innovators, but meets with massive resistance. During the battle, the Federation, human A-Laws, and Katharon join with Celestial Being to break through the defense Ribbons has set up around his ship containing Veda. Tieria's Gundam is shot down and crashes against the surface of the asteroid turned spaceship. Using this to his advantage, he sneaks into the ship and locates Veda. Ribbons is already there. They confront one another, and Ribbons declares he is the creator and will lead humanity into the future. He shoots Tieria, effectively killing him. However, Regene, who had been killed by Ribbons previously, leads Tieria's consciousness into Veda. Together, the twins lock Ribbons out of the computer system and take control of it. As the battle ends, Tieria, from inside Veda, informs Setsuna of the true plan Aeolia had formed and tells him they need to carry it out to prepare for the upcoming dialogs that will come from other races beyond their solar system. He also tells him that only humans can evolve into true Innovators. Ribbons and the other Innovators were like Tieria himself, Innovades, genetically engineered and artificially created beings designed for the purposes of carrying out Aeolia Schoenberg's Plan. With that, Tieria and Regene disappear into Veda, prepared to return when the time comes that they are needed for the next stage.
Tieria remains mostly dormant inside Veda for the next two years, giving assistance to Celestial Being from Veda when he could for their rebuild and preparations for the next stage of the Plan. He manipulates various computers across the Earth Sphere to secretly build up funds for them, as well as providing information and monitoring for suspicious activity that might interfere with the Plan. Humans also begin to show signs of Innovation, reaching further potential than ever by a natural evolution to gaining the use of Quantum Brainwaves. Setsuna, being one of the first true Innovators, is adapting to his new abilities and feelings, and can sense that something big is about to happen. Tieria picks up on this as well as he continues to monitor events from Veda and seeing other humans evolve. Determining that he will be needed soon, Tieria begins two major projects in secret - building himself a new Gundam and generating a new body with which to pilot it.
He also becomes more active in Celestial Being's day-to-day activities, feeding them information about his findings. An old exploration ship that had been sent to Jupiter for a scientific study and presumed lost returns to Earth, but attacks and assimilates other vessels that attempt to intercept it. Determining it to be a threat, the Earth Sphere Federation military attacks and destroys the ship. However, the pieces of the vessel penetrate the Earth's atmosphere and begin assimilating people and machinery, seeming to attack anyone with the potential to evolve into an Innovator. Celestial Being attempts to take a stand as yet a second replica of the first Jupiter Exploration vessel appears and approaches the Earth, and Tieria, now once again awake in his physical body, and piloting his Gundam, joins them during the battle. Forced to retreat to the Ptolomy, the Meisters regroup and make a plan.
Setsuna decides he needs to contact whoever is sending these ships to find out why they are trying to attack the Earth. Believing in Setsuna's newly developed Innovator intuition, Tieria follows his lead, and the Meisters try to reach out to these beings again. When Setsuna's attempts are unsuccessful, resulting in knocking Setsuna unconscious, Tieria sacrifices himself to save Setsuna and the other Meisters. As his consciousness can return to Veda, his physical body is merely a container for him, so he determines he is the most expendable. He uses Veda's medical repository to treat Setsuna as the other Meisters and the Ptolomaios join with the Earth Sphere military in a defensive operation against a large incoming fleet of these new beings (known now as ELS).
Tieria Erde | Gundam 00 | Reserved 2/2
Revisions Request
Re: Revisions Request
ACCEPTED
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James Buchanan "Bucky" Barnes | Marvel 616 | CRAU | Reserved
Player Name: Nekky
Contact:
AIM @ xnecronimcal
Other Characters In Game: N/A
Character Information
Character Name: James Buchanan "Bucky" Barnes
Fandom/Canon: Marvel 616 (comics)
Timeline: Captain America #616 after his fight with Ursa Major; after an F3 at
Character History: History @ Marvel Wikia
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ACCEPTED
+ Apologies
Re: ACCEPTED
o5!scott summers ↘ marvel 616 ↘ ou ↘ not reserved.
Player Name: Yuul
Contact:
Other Characters In Game: n/a
Character Information
Character Name: Scott Summers (original five version)
Fandom/Canon: Marvel 616
Timeline: All New X-Men #12
Character History:
Game Canon History: n/a
Personality:
Abilities:
Stock:
Room: Any room's fine!
First-Person Sample: Link to a thread.
Third-Person Sample:
Mature Rating Awareness: They're... spelled funny?? I have no idea, I haven't eaten one in ages.
ACCEPTED
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Roxy Lalonde | Homestuck | OU | Reserved
Player Name: Rose
Contact: AIM: kakarikarose
Other Characters In Game: N/A
Character Information
Character Name: Roxy Lalonde
Fandom/Canon/Setting: Homestuck
Timeline: When Roxy's in Derse prison for the second time. Jade talks to Roxy about HIC's demands and Roxy starts working on her new void powers to try and summon a Matriorb.
Character History: Roxy's Wikia
Game Canon History: N/A
Personality: Roxy's main traits are her kindness and caring towards others. These two things influence the majority of her actions even if it doesn't always go as planned. She'll go out of her way to help those less fortunate than her without even a single thought. If she feels bad for someone and wants to help them then she'll do anything she can to lend them a hand. This doesn't just apply to her friends, she has the same attitude towards anyone she comes across who she thinks deserves it. Anything from giving simple advice to risking her life, she'll do whatever she can. Though despite always having good intentions, sometimes what she considers "help" isn't really much help at all. She can be careless and not think through all the possible consequences of her actions and while trying to help another actually end up hurting someone else, or even that person, in the process. Due to this act first and think over the consequences later attitude she can sometimes cause not only emotional damage but in one instance even put someone's life in danger in trying to help them see a point. She usually realizes her mistakes and feels bad for them later, apologizing to her friends and acknowledging she fucked up.
Most of the time Roxy prefers to keep things light hearted and optimistic, but this is easier said to others than done for herself. She's always had some depression and loneliness issues while growing up, and with not knowing how to deal with these issues she turned to alcohol at a very young age. She told herself it was to be more like her mother and feel closer to her, but she knew it was an unhealthy coping mechanism and the moment she was with her friends in the game she stopped drinking entirely. And for someone so young who's been drinking for so long, that shows just how strong and determined she can be. It's a hard clutch to let go of, but she managed to go for five months without touching drinking once. The only slip up wasn't her fault and she expressed deep regret for it, hating herself and worrying about someone being disappointed in her for it.
Another problem that she has is that despite trying to be selfless for her friends, she's still a lonely teenager girl who sometimes tries too hard to make herself happy and ends up acting too selfish. She can disregard another persons comfort level entirely, pushing herself on them relentlessly and completely ignoring the signs of their polite disinterest and uncaring that she may be making them feel bad for not being able to return her feelings. She turns a blind eye to all of this as she tries to get what she wants. It's only until it's too late and the damage has been done, sometimes repeatedly over a long period of time, that she stops and realizes her actions were wrong and she had no right to be so pushy.
It's because of things like this that she's disappointed in herself and her past actions just as much as she cares about others. Because she does acknowledge that drinking was a huge problem and it caused most of her bad decisions and sometimes she has a hard time forgiving herself for it even though it's all in the past. She tells other people to lighten up and don't worry about things while being harder on herself and unable to forgive herself even while telling others they should forgive themselves. She doesn't see it as that easy and sometimes it's even to the point where she can't talk to someone out of fear of what they'll say to her, even despite the fact that what she thinks they'll say is always worse than how they actually feel.
With her friendly optimism comes a sassy, laid back attitude. She usually doesn't freak out or panic no matter the situation. Even with her friends in danger she's more prone to being worried or afraid, but never to a helpless or extreme degree that would stop her from taking some sort of action. This sometimes makes her out to appear fearless in most situations as she takes multiple death threats with casual comebacks almost as if she's brushing them off like they're nothing despite them being very serious. She doesn't mind going as far as asking an enemy for help if she's in a tight spot and she loves a challenge. If something seems like a difficult to near impossible task then she thinks it could be fun to try and conquer just to prove she can.
Abilities:
Void as an aspect: Void players can act without being seen or noticed by external sources. Roxy in specific is referred to having "dark patches" where the screen was blacked out while someone was trying to see her through a view port. As it would act with cameras since all her abilities are at 50% there would be times when if she's under surveillance the screen may black out for a short time or appear fuzzy. Even with her recent ascend to god tier, this ability is still subconscious based on her aspect.
Rogue of Void: Roxy is able to steal nothingness from the idea of an object, this allowing her to either conjure the actual object or create it from scratch. It's a new ability she just learned of and takes lots of practice to actually get it right. The most she might end up using it for is small, mundane objects or snacks once she has a chance to try practicing it more. Most of the time it just ends up as a Perfectly Generic Object which is a small green cube.
God Tier: Level gained from dying on her quest bed inside Derse's moon. This comes with two notable points. The lesser one being the ability to fly. The most important ability being conditional immortality. The only two ways a god tier can die is if their death is "just" or "heroic", otherwise they'll simply revive fully healed a couple minutes after death. So basically, if she does something to deserve being killed or dies a heroic death then she's screwed. But if the death is pointless, she'll be able to revive on the spot after a moment's delay. I'll leave whether or not the revival ability is allowed or disabled up to the mods because I'm not sure on which it would be.
Riflekind: Roxy prefers guns such as rifle-like laser guns and portal guns and is highly proficient with them, making her an excellent markswoman.
Fistkind: She also likes to stay as sharp as possible in unarmed combat just in case she ends up getting ambushed.
Hacking&Science: She's a highly proficient and presumably self taught hacker as well as considering herself a woman of esoteric sciences.
Stock: God tier outfit, a Perfectly Generic Object, Sylladex containing a cat plush doll and Vol. 1&2 of Complacency of the Learned
Room: Let's go with block c since that's where everyone else is
First-Person Sample: "Do you believe criminals are born or made? Explain."
[She knows better than to give a smartass response by now, so she actually takes a moment to think on the question before speaking up.]
I dunno, I guess it kinda just depends on the person. Most are made I guess, by like what happens to them an' what they grow up to be. But then I've known someone who I'm pretty sure was just born to be a seahitler bitch. But I guess that coulda just been how she was raised? Cause I remember someone who looks a lot like her, and she was a violent bitch too but I didn't get like the same feelin' of violence from her. So, I guess meetin' two versions of the same person, I can say that criminals are made because of the circumstances that turn them into who they are. Like, it's not to say that someone has to have a happy cheery family life to not be a criminal cause that's pretty stupid, but like it all depends on them? I dunno, I guess it's hard to explain. Psychology bs has never really been my thing and this kinda goes deep into that.
[Roxy shrugs, hoping that answer's good enough for them.]
Third-Person Sample: From one prison to another. If Roxy's honest with herself, she can't make up her mind on just which one is worse. The good thing about this place is that the batterwitch is no where in sight, so that's a breath of fresh air for her. No seahitler bitch trying to say she'll have her killed if she doesn't obey. But the down side... Well, the down side is pretty much everything else. This place blows and is really confining. The electric shock she got when she first arrived and tried to fly off had hurt like a bitch and things hadn't really gotten that much better since. At least she had some of her mom's books with her, but the vast majority of her sylladex was missing completely. And along with her strifedeck being entirely removed, she'd be lying if she said she didn't feel at least a little vulnerable.
"Man, this place is a total bore." She lets out a sigh, rolling onto her back and holding her plush kitty above her. It was a habit she'd had growing up, talking to her stuffed toys whenever there was no one else around to talk to. And it was just as easy to fall back into it in this place. "What do you say, should we read again tonight an' see if we can finish the first volume, or do you wanna plan out what we're gonna do tomorrow?"
She looks up at the doll as if expecting it to reply, a small grin on her face as she gives a little laugh and hugs it to her chest. "Yeah, guess you're right. Not like there's much to plan in this place. Maybe I can go out and meet some new people, see what they're in for. As if the charges here aren't total bullshit anyway. Like, seriously? Arson? That one wasn't even my fault! An' the rest a the shit they got pinned on me is everythin' involvin' the seabitch. Like, that doesn't even count as offenses against the government when she's an evil alien overlord. This place has a totally loaded sense of justice."
But she knew she couldn't deny the rest of the charges, all of them being technically true and measures she'd taken against the Empress. She still thinks it's unfair, but knows there's really nothing she can do about it now. She idly wonders if her other friends could wind up here as well. Maybe she'll get to see Dirk sometime, he did a lot of shit against the queen too so why not? It's a nice thought and she thinks that this place might not be so bad if she had a few of them around. But as she'd already shared with Mrs. Fizban, wife to Mr. Fizban the Great Wizard of Rumpleton, there's always more people to meet and more friends to make. Maybe if she gets enough friends in this place they can think of a way to break out, or at least take the place over to try and use whatever the heck brought them here to send them back home.
It's all in the planning though, and she knows she kinda sucks at that. "Welp, guess we'll just have to take it one day at a time." Roxy hugs the plush cat to her chest and rolls onto her stomach to grab Complacency of the Learned Volume 1, figuring she may as well go with reading until she's tired. She just hopes she doesn't end up drooling on the pages like she did last time.
Tag Label: [homestuck] roxy lalonde (ou)
Mature Rating Awareness: I may be older but I obviously have the mind of a ten year old because just reading "kumquats" had me snickering for like, five minutes. Fml, I can't even look at that word without laughing. I tried, I really did.
Revision Request
Revision Request
ACCEPTED
no subject
Player Name: Allison
Contact:
Other Characters In Game: None
Character Information
Character Name: Rip van Winkle
Fandom/Canon/Setting: Hellsing OVA
Timeline: From the moment of her death.
Character History: History link here!
Personality:
Rip is bloodthirsty, ruthless, and unforgiving, preferring to eliminate anything standing in her way. She is a nationalist, jingoist, and member of the Nazi party; thus, she sees no problem in murdering anyone perceived as an enemy of Germany or Millennium; she has a particular loathing of the British, calling them the derogatory term "limeys." Her cold and callous disregard for human life is what makes her a valuable soldier to her cause, and she enjoys ripping both people and machines to shreds via her weapon's unique capabilities. However, this bloodlust is tempered by her devotion to the members of her own circle; typically, other World War II Nazi soldiers-turned-vampires of Millennium.
Alternatively appearing both girlish and monstrous, Rip is a singularly loyal member of the split-off Nazi group Millennium and a devoted follower of her commander (known only as the Major) and his beliefs. She will go through any means necessary to see Millennium achieve its objective, even if it means dying for the cause. She is most often heard repeating the phrase, "tinker, tailor, soldier, sailor; my bullet punishes all without distinction," owing to a certain pride at being an expert sniper.
Rip is also a profound lover of German opera, with Carl Weber's Der Freischütz being her favorite. It has become such a fundamental part of who she is that she is usually heard comparing herself to Kaspar, a character in the play who is also a hunter with magic bullets. She is occasionally playful, twirling and catching her musket and humming along with her favorite arias.
However, there is a deep-seated fear within Rip about Alucard, death, and the forces of hell. Calling Alucard "Zamiel" (a reference to Kaspar's demon in Der Freischütz), Rip's terror almost stops her from putting up a fight. Fearful about being dragged into the underworld, Rip nonetheless puts her own hesitations aside to focus on her mission and fanatical devotion to Millennium. She loves toying with those beneath her and passing judgment by way of a bullet to the head, but when a real, true threat becomes apparent, Rip's exterior callousness fades and she is reduced to a sniveling wreck, terrified about those coming to judge her.
Rip tends to be only half-aware of reality at any given time, and likes associating mythology with situations she is currently undergoing. A romantic at heart - at least when it comes to following a set story outline - Rip likes to paint the world in a nostalgic, heroic light most commonly seen in tragic operas. She is used to lying dormant for decades, and has an aged patience that accounts for letting her prey come to her instead. She speaks German and English, and possibly also Portuguese (due to living in Brazil for over half a century), but her speech is tempered by a heavy accent.
Fully aware of how terrible a person she is, Rip seems to revel in it, joyously slaughtering anyone who gets in her way. She loves soldiers, war, hunting, and singing, dislikes complicated scenarios of playing politics and hierarchies, and hates the weak. Most of her strength derives from her army, and she is both affectionate and undyingly loyal to all members of her Nazi family. Primarily, though, she tends to be a follower of orders rather than a leader, and is not the cleverest when thinking on her feet; Rip is happiest when she has been given a clear set of directions to obey, and is the worst sort of soldier dog imaginable.
In regards to Daedalus, Rip will flounder, suffer, and struggle. While the routine of prison life will reflect the order of the regime she's come to establish her life by and thus will not be too much of a struggle, the absolute solitude and the fact that she is all on her own when once she was of a company of a thousand soldiers will break her hard. She'll attempt to carry out the orders she'd imagine her commander would set for her, but as time extends and the separation between her and her army grows ever longer, she'll begin to make mistakes, carry doubts, and struggle to define herself as an individual rather than a tiny piece of a greater whole.
Without her weapon she's not much of a threat and will easily succumb to being physically set upon. Since she is a product of experimentation herself, this she will endure with fear but resolution in an effort to keep herself in top condition as a tool she hopes her commander will eventually return to reclaim. Because of her crazed pride and racism, Rip will not make allies unless absolutely forced to, and in early days at least will be easy pickings because of her desire to have what little company she keeps "pure" - this will almost always mean she'll alienate those who might have otherwise tried to get along.
Abilities:
Rip van Winkle is an incredible and unrivaled shot with her ancient flintlock musket. She uses "magic bullets"; bullets that can not only pierce through the tough steel of ships, missiles and fighter jets, but can also zig-zag and turn around in midair, hitting the target many other times. These bullets appear to be guided by Rip's willpower, with her mind instructing them where to hit and when to turn.
She is also a vampire, and comes with her version's standards of strengths and weaknesses; she feeds on the blood of the living, cannot cross flowing bodies of water, is destroyed by holy water or being pierced through the heart, and seems supernaturally agile. Curiously, Rip also can survive out in the sunlight without it harming her, and this may be due either to her being a "stronger" sort of creature than the majority of her army (perhaps why she was promoted to First Lieutenant), or the fact that she is an engineered vampire made specifically by the Doktor.
While not precisely an ability per-se, Rip as a product of experimentation also has what's known as a FREAK chip inside her head; a microchip planted inside her by Millennium's Doktor that acts as both a camera and a way to remotely execute her from a distance.
In regards to game-related restrictions, Rip will obviously be without her gun or bullets. As for her vampirism, I'd like to keep it where she needs blood to survive but otherwise has the strength and speed of a human woman her size.
Stock: A pair of black shoes, a black suit with white shirt and tie, a pair of wire-rimmed glasses, a necklace with a swastika at the end of it.
Room: Either A or C!
First-Person Sample:
What do you believe is the most effective form of rehabilitation for a criminal?
Zhis is zer qvestion you ask me? I zhink your prison is in a larger bit of trouble if you are courting advice from zer people you hold captive, Vardens.
...Hmmn. Vell. If you vish to know vhot I zhink, I am zhinking zhat bozhering vith rehabilitation at all is a vaste of time, a vaste of food, a vaste of all precious resources zhat vould ozhervise go to a better effort. Vhot vould you get out of a rehabilitated criminal? Zhey vill only go out und commit zer crime again und again. Zhere is no rehabilitation; you cannot take out zer nature of a man und change it to vhotever you vish. Zhat is not how men vork.
...But I am avoiding zer qvestion, I know. Fine, zhen. Zer best rehabilitation is death.
Or cutting open zheir brains und replacing it vith somezhing less vorthless, but again, I zhink your money und zurgeons vould be better zpent elsevhere.
Third-Person Sample:
It was all Rip van Winkle could do to keep control and not pace the length of her cell like a caged panther.
Movement, to a sniper, meant death. So try as she might not to move, not to seem jittery or tense or upset or trapped, the pressure of being in an enclosed, exposed space was beginning to seriously fray her nerves. So she sat at the very edge of her bunk, flexing her gloved fingers as if imagining she was grasping her gun, or perhaps wringing the neck of a few choice individuals.
Even days after her sudden arrival in this hated prison, her mind still played tricks on her. It wouldn't do for a soldier of Millennium to daydream, but to Rip's increased worry she found that if she allowed her thoughts to drift and remain unfocused, her undisciplined arm would reach out as if to grab her missing weapon, and she would have to contend with the reoccurring pain of realizing her loss. For over seventy years she and her gun had never been separated, and its loss was akin to losing her sight or her trigger finger.
She ignored most of those who passed or tried to speak with her, keeping the same hostile silence she'd begun since walking into this prison. She ignored food, sneaking offers of contraband, all of it, and pushed her mind to a quiet hilltop in the sun with her musket, where no one could touch her. Given a choice, she would have always, always picked death over capture. In death, she could have her dignity, she could keep her secrets, she could avoid humiliation. No Millennium operative had ever been so completely a failure that they had survived long enough to be a prisoner of war; this was a new and unhappy low for the first lieutenant.
And so she began to plan her escape.
Tag Label: Rip van Winkle
Mature Rating Awareness: Never had kumquats personally, but they sound a bit suspicious.