mythmakers: (Default)
Myth Mods ([personal profile] mythmakers) wrote2013-11-16 05:53 pm
Entry tags:

❅ Applications

Applications are: CLOSED
Indefinitely.




To apply for a character, fill out the correct application down below and post it a comment on this entry. Please do not link applications in your journal or delete the comments once your application is processed. Let us know if you would like your application screened.

Apps open on the first of every month and remain open for one week, during which time the mods will begin processing. We're optimistic and hope you'll get the result of your app within a day, but some may take longer depending on the familiarity of the mods with the canon, and the number of apps received in that cycle. If four or more days pass with no response then we suggest you contact a mod.

You can reserve and apply for two characters per app cycle. Currently, players are allowed a maximum of three characters in-game at any given time.

Applications will be judged primarily on the personality section of the character in question, and how the player intends to adapt them into their new role. For this part we're mostly interested in what you plan to do with their powers and new destiny, not how the character will react to it. We'll see that in-game!

Since any OC applications must fall in the range of fairy tales that already exist in the world of Myth Making, these will be held to a higher expectation.

Processing will result in applications being accepted or denied, or revisions requested. Don't worry if you're asked for revisions! It means we're interested in your app, but require more information about something. We'll let you know what that is. If you are asked for revisions, you'll be given one week to provide them.

You are allowed to re-use sections of applications you wrote previously, so don't worry about rewriting your entire personality section. Do NOT plagiarise any part of another player's application for your own, as this will result in an instant ban.

Test drive memes will go up on our meme comm, [community profile] mythmemes, the same day reserves open!



OOC
Name: What do you want us to call you?
Contact: Any of these are fine, we just need a way to contact you!
→ DW:
→ AIM:
→ Plurk:

Do you play anyone in Myth Making?: List any characters you have in the game already.

IC
Name: Your character's name in Western order, please. (Given name, then surname.)
Journal: Your character's journal, so we know what you'll be joining the game with.
Canon: Your character's series. Not listed on OC apps.
Canon Point: The point in canon which you are taking your character from.
Age: Self-explanatory.

Appearance: Not listed on canon apps. For OCs, please give us a short description of your character's appearance.

Personality: The most important part of your application! There's no maximum length requirement, but please provide at least three paragraphs of detail into the inner workings of your character.

History: For canon apps, a link to a wiki page or neutral source is fine if you don't want to write it out. For OCs, please provide 2-3 paragraphs of your personal interpretation of their history.

Canon Abilities or Powers: Give us details, especially if you're applying for an OC! Please keep in mind that for the most part your character will lose any superhuman abilities.

Fairy Tale Role: Which fairy tale, folklore, or fable character will they be assuming the role of?
Fairy Tale Powers or Abilities: How would you interpret that character's abilities? You've got some room for imagination here, but keep it in the realm of possibility!

Personal Items: Your character is allowed to bring up to 5 items with them. They don't need to have the item on their person to bring it along, but try to keep it within reason. Things like pets, summons, and Poké Balls will each count for 1 item. For more information on what is and isn't allowed, you can check our FAQ!

First Person Sample: How would your character make a text post to the network? Give us at least five sentences.
Third Person Sample: Please provide either two paragraphs or a thread of 5 comments. Test drive threads are acceptable, as well as threads from other games!


Canon Characters



Original Characters



{ Navigation }
lil_sunspot: (*fiddlin' fiddlin')

Kiri Luchile | Double Arts | Reserved (changed fairy tale)

[personal profile] lil_sunspot 2013-12-06 02:43 am (UTC)(link)
OOC
Name: Cassie
Contact:
→ DW: Lil_Sunspot
→ AIM: Carefreecorona
→ Plurk: http://www.plurk.com/ChamorroCheburashka
Do you play anyone in Myth Making?: Nope

IC
Name: Kiri Luchile
Canon: Double Arts
Canon Point: End of chapter 23
Age: 16

Personality:
For the most part, Kiri is anything but the average kid and John Q. Public he carries himself as and claims to be. Having a game breakingly overpowered ability should have attracted attention from far flung corners of the world. But, no. The boy stays quiet about curing common colds, deadlifting barges. and carving statues in a matter of seconds. One would think this is only accomplished by being tirelessly vigilant of every person met, and word spoken. Rather, the boy retains this anonymity by simply avoiding the spotlight, skirting around responsibility, fleeing boredom; his parents more than could have had a hand in keeping their child hidden, but this is speculation and a leap of logic only founded by how no one outside of his home town knows about it, despite there being a festival that is nearly in his honor. Either which way, Kiri had danced through life without thinking beyond tomorrow or emotionally investing himself in much at all. Sure, the boy is exceptionally brilliant at working with materials such as clay, stone, or wood for carving/sculpting, and could sketch and paint alongside Dali, and he still doesn’t care beyond filling boredom; which shows through all his poop spirit statues, and glib doodles. Sure, this tailors’ son sews faster and with more accuracy than what someone could consider humanly possible, and he still doesn’t care beyond filling boredom; of course, it is a family trade, yet that doesn’t hold for him other than familial bonds (no thought of the future, or what the trade does and is to him). Sure, there is the Thanksgiving Festival he contributes to and is the guest of honor for, yet still he doesn’t care beyond filling boredom; there are so many instances of casual, if not slightly apathetic, talk of committing, let alone his dismissiveness about attending it. Kiri does not think beyond what is immediately in front of him for everything from responsibilities to leisure.

Until he meets Elraine Figarette.

In a matter of a day (or a few hours, for that matter) he is on his hero’s journey with the added bonus of literally holding Elle’s life in his hands. There is all this talk about saving the world and being a hero. So, of course, per the main shounen protagonist job description, Kiri puts his intelligence to work fighting assassins, and rescuing people. But, still, Kiri does not think beyond the immediate. It is only with Elle’s coercion that Kiri understands what sort of impact he can have on the world, and the responsibility that comes with it -- he does not fathom the journey beyond his promises to Elle and his own picky, naive sense of justice. First foray into real life, and even his special powers, for her. Kiri drops everything and throws himself wholly and completely at this sudden love-at-first-sight. In a word or two, you could call him hopelessly devoted or stupid -- take your pick.

So, when Elle and her fellow Sisters are so accustomed to their martyr lifestyle and try to sacrifice themselves for him, it is no surprise that Kiri gets riled up and angry; the idea of sacrificing lives for a single person’s sake or to accomplish a dream is ridiculous to him. Kiri holds onto this fired up positivity that even if there is only a 1% chance of success, it is better to have given it your all rather than let that chance pass by. Especially when lives are at stake. But, when the chances are less than that one percent and he fails -- costing the lives of many Sisters, and nearly killing Elle -- the helpless shame spurns him into realizing just how heavy his newfound responsibilities and promises are. He starts thinking much farther ahead, ardently planning and training like never before. It solidifies that his journey with Elle is not something to fill boredom, that he cares. Kiri gives Elle Flare, and with it, himself.

TL;DR -- Generally very calm, relaxed, and quiet about matters unless whatever is going on has a direct, immediate effect on himself (or loved ones) and he feels responsible for it; only snaps when stressed/angry/riled, or when someone is willingly putting themselves in harms way (only when it involves Elle or his family, he will hypocritically sacrifice himself). If he feels something is within his control or his responsibility, he is Mr. Fix-it -- action takes precedence over words. Otherwise, he goes by the thought that there is no use worrying over something that cannot be helped or changed; it is safer to avoid conflict and stay anonymous. As a whole, Kiri is not very excitable. And he is stupidly, hopelessly devoted to Elle, and is not sure why or what he wants to get out of it, simply that there is a strong emotional attachment. Oh, and he is ambidextrous.

History:
Double Arts takes place on an unnamed continent comprised of two major nations that have been plagued by a incurable disease spread by physical contact, Troy -- once contracted, it builds up a poison inside the person until it causes seizures, and afterward the afflicted fades out of existence. There are four supposed races in this fantasy setting, only two of which are named: Beigar, a race specializing in crafting vocations, and Nagin, whose warrior blood has been spread so far and thin across the world that they are one of the most common races. An organization, whose members are referred to as “Sisters”, manages to keep the disease relatively contained by using people whose resistance to Troy is stronger than average to “Drain” the poison in the afflicted person; thus, in the epitome of martyrdom, sacrificing droves upon droves of young women’s lives while searching for a cure -... that a group of assassins known as “Gazelles” want them dead for. Their intent is unknown aside from that they like to mercilessly kill Sisters whenever they get a chance.

Which is where Kiri comes in with his special power, Flare -- the driving force of why the Sisters need it, being that with a single touch, Kiri can halt the seizures, and reverse the vanishing. Also, in a way, how Kiri and Elle meet. While doing work as a Sister in a small, country-side port town (and Kiri’s home), Turm, Elle’s resistance to Troy reaches its limit and she goes into seizures. Kiri holds her hand and stops the seizures. From then on, the duo need to have physical contact or Elle will die, at the same time working on their journey to the Sisters’ headquarters to find a cure for Troy. Double Arts centers around their friendship forged out of difficult times (i.e. being a giant glaring target for the Gazelle Assassins, and fighting them with their personal martial arts style, the eponymous Double Arts), and the necessity of trusting, needing, and learning about each other because of this 24/7 skinship.

Canon Abilities or Powers:
"Flare" -- CON, DEX, STR are multiplied by every person in contact with Kiri for every person in contact with Kiri, including himself. v01.c005.p14
??? -- Another facet of Flare is mentioned, but is never explained or shown in canon.

Fairy Tale Role: The Pupil ( Master and Pupil)
Fairy Tale Powers or Abilities[1]:
Capacity for magic
Can decipher spellbooks and read runes/magic script; cost/repercussions for casting have been increased to balance with shape shifting ability. - Kiri starts with a 20 Magic Point Threshold, that resets daily, can be spent on casting spells. For every 1 MP spent over the Threshold will give Kiri one minor injury; every 5 MP over, he will get one major injury; every 10 MP over, a mortal injury; 15 MP over, permanent repercussions that include and are not limited to nerve damage, MPT lowered, crippled limb(s); 20+ MP over is automatic death.
- Basic cantrips:
----- Ghost sound
With a small gesture, you create an illusionary sound that emanates from somewhere nearby.
1-4 MP - project sound up to 20 ft away for 60 seconds.
5 MP - mimic another person/creature’s voice
----- Light
With a wave of your hand, you cause a bright, white light orb of light to appear in the palm of your hand, at the tip of your wand or staff, on another object, or in a nearby space.
1 MP - 75 lumen orb for 60 seconds up to 10 ft within line of sight
2 MP - 150 lumen orb for 60 seconds or 250 lumen flash up to 10 ft within line of sight
5 MP - to make orb autonomous (and/or go beyond 10 ft or outside of line of sight); 1 MP for every minute in use
----- Telekinesis
You gesture toward an object nearby, and it can be moved at will by an unseen force.
1 MP - Lift an object of 5 or less lbs for 60 seconds; +1 MP for every pound over 5
1 MP - Push an object of 5 lbs or less; +1 MP for every pound over 5; +5 MP to make force mildly harmful; +15 MP to make it deadly.
3 MP - Levitate an object of 5 lbs or less for 60 seconds; +1 MP for every pound over 5.

Shapeshifting into any animal or inanimate object; takes 60 seconds to fully transform, and is painful.

Item: Spellbook Available spells will be based off of the D&D4.0 Wizard class (including supplementary books: Player’s Handbook 2 & 3, and Arcane Power), using the MP system mentioned in “Capacity for magic”. All spells other than cantrips require previous preparation (i.e. powder ground, potion mixed), a recited spell, and/or rune/symbol/etc drawn -- Kiri cannot cast a spell other than a cantrip instantaneously, unless House Ruled.

Personal Items:
Other than the clothes he is wearing:
-a fannypack: 1 pencil, 1 permanent marker, 3 paint brushes, 1 pocket knife, 4 small spools of thread (brown, black, white, yellow), a pack of 5 needles, 1 compass, and three random 5” scraps of cloth.

First Person Sample:
[Kiri opens up this advertisement journal entry with an ink gesture drawing of a particular cottage near the center of town -- a rickety thing, shivering against the brick building beside it, with its cross-beams chipped and paint peeling -- modest and homely for all its blemishes. It is framed with an elaborate scheme of ribbons of cloth, needles, and thread woven together in sailing knots. His handwriting isn’t the most neatly scrawled at the foot of the picture, sitting somewhere between chicken scratch and doctors’ cursive flourish.]

Need your pants patched? A suit tailored? A dress hemmed? Come down to the North-East end of the Shopping District for all your tailoring needs for a fair price!

- Kiri Luchile

[The signature is at least legible… If you can ignore the doodle strapped to the side of it.]

Third Person Sample:
http://siteb.dreamwidth.org/13991.html



[1]I will put restrictions on these to fit the overall starting game power-level as needed; don’t mind making a full 4.0 character sheet for Kiri, either, since it’s dangerously easy to write him being overpowered.
seventhsimon: (014)

Simon (the Seventh) | Fairy Tale OC | Reserved

[personal profile] seventhsimon 2013-12-06 08:46 am (UTC)(link)
OOC
Name: Crin
Contact:
→ DW:
→ AIM: entropyflight
→ Plurk: [plurk.com profile] crincakes
Do you play anyone in Myth Making?: nope

IC
Name: Simon Masefield (the Seventh)
Fable: The Story of The Seven Simons (Crimson Fairy Book - Andrew Lang)
Age: 25
Appearance:

Based off of the Tim Stevens illustrations in the Folio Society’s Edition of Andrew Lang’s Crimson Fairy Book. Simon is of average height, with dark curly hair of about chin length with some rough stubble. He has the well-bronzed skin of a lifelong field worker, as well as the accompanying musculature. His face shows some hints of his general emotional weariness, and even now there is some gauntness in his face from the stint of time he spent near-starving in the King’s dungeons.

At the moment, I have his PB as Henry Cavill, at least until i have time to draw a set of icons for him.
Edited 2013-12-06 08:47 (UTC)
seventhsimon: (004)

[personal profile] seventhsimon 2013-12-06 08:48 am (UTC)(link)
Personality:

Simon, for all his talent and role within his fairy-tale story, is a rather quiet individual. Partially because of his place as the youngest of seven children, partially because of his ‘talent’ for theft, and partially because it is simply in his nature to think humbly of himself, Simon has made a habit of being unnoticeable. He isn’t a particularly noticeable individual to begin with, so the fact that he goes out of his way to stay unnoticed makes him incredibly easy to overlook or forget about. He takes being unremarkable to an art form, and is very inwardly focused, unlikely to speak much or share his own motives. King Archidej nearly forgot about him altogether when the King was questing the Simons about their talents/trades.

This is not to say, however, that Simon cannot be eloquent in his speech, however. When he speaks he can be very persuasive, even as he strives to speak only truthfully. His cleverness aids in this, that he seeks first to persuade. When being unnoticed doesn’t work, Simon seeks to see if his own cleverness might. His first instinct when King Archidej questions him is to sidestep the issue entirely, in a surprisingly eloquent but evasive answer. When this fails he firsts extracts a promise from the King that then saves his life not but a few minutes later.

Simon’s plan to ‘steal’ the Princess Helena best showcases his cleverness. He almost immediately comes upon a plan to retrieve her, and it leaves all parties satisfied. The King does not trust him, so he leaves his two eldest brothers as ‘hostages’, which satisfies King Archidej by giving him ‘leverage’ against Simon, but also keeps his older brothers safe and out of the way as their talents would not be helpful during his trip. He takes the remaining brothers, to plan for the actual ‘theft’ of the princess as well as covering his bases in the ‘magical fairy-tale shape shifting’ department. Once they arrive, his clever words and actions convince her to board his brother’s ship to view the goods he asked King Archidej supply (some of which end up left behind for the Princess’s ladies, which may or may not give Simon the slightest bit of selfish satisfaction, even if King Archidej doesn’t care).

While it seems a strange thing for a supernaturally talented thief, Simon is actually extremely moral, for the most part. His parents and brothers raised him right is the answer he would give if anyone asked him, but however he comes by it, it’s very evident in his words and deeds. Simon is almost painfully honest; he tries to fend King Archidej off with a misdirection, but he never lies, and when the King calls him on his non-answer, he does answer truthfully, even knowing that theft is a crime often punished by death in King Archidej’s kingdom. Speaking of his talent for theft, just because he can steal doesn’t mean he does. In fact, he makes a point of not doing so. (Since his knowledge of this skill comes form somewhere, however, I have it that the few times he has stolen things, it was more to prove to those who doubted him that he could, and he always returned said items as quickly as possible.) Even though Simon could likely get away with it quite easily, he still does the right thing and avoids it.

Given this, Simon is not one to care for injustice, and though he strives to do the ‘good’ thing and forgive and forget, he knows that he often struggles with resentment for things that have happened for what he considers unjust reasons. The foremost of these would be his time spent imprisoned, especially since he had committed no crime—his preferred and primary way of living is one of honest labour—but was imprisoned because he had the ability to commit one. Even though it is hard for him to let such things go, he does strive his best to do so, and when it becomes too much of a struggle, or influences him in a way that goes against things generally considered good (loyalty to one’s king, etc.) he seeks to avoid confrontation with the subject of his anger and resentment.

However, now he’s lost his family due to the fading of most of the fairy tales, and it leaves him somewhat at loose ends. His bond with his family was very strong, and he cared for them as much as they did for him. He was never particularly happy with the way everything ended as if it was all ‘fine’, and he’s skeptical about the way they are drawing people in to preserve the tales. For two reasons. The first, is that he finds it somewhat uncomfortable that they are all, to a certain extent, considered so easily expendable, as though any random joe could replace people he knows and cares for as if they were the same people. The second is that he tends to think it pretty awful that they are just shoving poor, unsuspecting bastards in to sucky situations to fix their own problems. It is a poor situation, and he would speak more against it were he not deal already with his own grief.

seventhsimon: (012)

[personal profile] seventhsimon 2013-12-06 08:48 am (UTC)(link)
History:

Simon was born the youngest of seven brothers, all with the same name. He was raised as a farmer, and worked his family’s land with his brothers without much desire or expectation for any great life than that. As a child, he discovered his talent for theft while his brothers each learned a trade from their father; he was unable to learn any trade his father tried to teach him. After the first incident where he discovered this talent, he never stole anything that he did not almost immediately return. Anything he stole was more for the benefit of proving that he could rather than any desire for material wealth, for he was content with his life as it stood.

This all changed when one day the King of the land went out riding and summoned Simon and his brothers to be brought before him to commend them on their work in his fields. His oldest brother introduced them, and after learning that each of the brothers had a special trade the King inquired after all of them. He tried to evade answering the question, but after extracting a promise that the King not execute him, he confessed that his special talent was that of theft. The king flew into a rage, in spite of that fact that Simon hadn’t even stolen anything, even though he could have, and Simon spent the next several months in the dungeons of the King’s castle while his elder brothers displayed their special talents to the king.

Finally, he was brought from the dungeons to ‘steal’ a bride for his King, and since he had no desire to stay in the dungeons any long than he already had, he agreed. With his cleverness and the gift special talent he managed to steal the Princess Helena and bring her back, where the King wooed her and they were married. Simon travelled back to Princess Helena’s father to bring him an invite to the wedding. After all the involved efforts of himself and his brothers, the King’s thanked them and offered them anything they wished. The brothers asked that their fields not be taxed, and that the King pardon the youngest Simon, and the king agreed.

Even after returning home and working hard in their fields, Simon found he was still discontented at his treatment and resentful of his king. Thus he set off traveling for a while to try and ease his sour memories associated with the whole ordeal. By the time he came back he found his home kingdom had become one of the rapidly fading and sleeping kingdoms. Now homeless and without his family, he wandered until he came to the Märchenstraße and settled there to work in the fields nearby, as was his original profession.

A more detailed/fleshed-out history can be found {HERE}.


Canon Abilities or Powers:

Other than being a farmer, Simon has a special ‘trade’, in that he can steal anything. Directly quoting “‘… There is only one thing I can do really well, and that is—to steal, and to hide the smallest scrap of anything I have stolen. Not the deepest vault, even if its lock were enchanted, could prevent my stealing anything out of it that I wished to have.’” Simon is, in essence, the perfectly talented thief, and nothing is safe from his hands should he put his mind to taking it.

First Person Sample:
[ There is some hesitance in the way the neat script works its way across the page, as though the writer is either unused to or unsure of the words he offers forth. ]

Those of you [ a spot of ink, where the nib of his pen has lingered too long ] unfamiliar with this world, I would give you a word of caution.

Even to her heroes, a story is seldom kind.

[ It’s as long and short of a warning he thinks he can give, and he does not want to presume farther. He has his own limits to his story. And, in all fairness, he is truly little more than a farmer. ]

Third Person Sample:

This time, when the door to his cell opens, it’s not some meagre scraps of food, but rather more guards in their prim-pressed uniforms. He wants to hate them, but at this point, he is too hungry, and he knows it to be a futile effort anyways. Simon knows well enough that it is not the guards who placed him here, and they stand every at their duty as he and at his, laboring in the very fields belonging to the King who placed him here.

It’s a bitter thought, and perhaps a pointless one, so he lets it go, for now, lets his hunger and his weary weight swallow him.

They move to make him rise, and as he finally musters the strength to stand they remove his shackles. He is still a little shocked as they begin to guide him out of the dungeon and Simon wonders, not-unmoved if the king has had enough and today is the day he dies. Its strange to think that this thought scares him, as his feet pause before his mind catches up and he stumbles slightly. Simon feels so brittle, and never before has he been so frighteningly aware of how young he is, before this moment. Never more has he felt like such a child.

He knows with a distant, elsewhere-thought that he looks wan and thin before the king—more pale from months in the dark than he had been after years in the field—but some of that is from the sudden icy fear that grips along his spine.

When the King gives him his task, and then his justification, Simon is too relieved to still be alive and too tired—and, truthfully, just plain hungry now that his body has caught up with the necessities of living—to muster the strength think of the hypocrisy in what the King says. Stealing for the Kingdom, when he has yet to steal and keep a single thing in his life.
Edited (formatting copy/pasta; i am so sorry about this) 2013-12-06 08:52 (UTC)
perfectionisms: (Default)

[personal profile] perfectionisms 2013-12-06 03:47 pm (UTC)(link)
OOC
Name: Grey
Contact:
→ DW: [personal profile] orophias
→ AIM: --
→ Plurk: [plurk.com profile] peakedcap
Do you play anyone in Myth Making?: nope

IC
Name: Franziska von Karma
Canon: Ace Attorney
Canon Point: post-Ace Attorney Investigations: Miles Edgeworth
Age: 19
perfectionisms: (Default)

[personal profile] perfectionisms 2013-12-06 03:48 pm (UTC)(link)
Personality:

"To be perfect in every way." That's the von Karma family creed and the philosophy Franziska was raised on. And for young Franziska, perfection was to be just like her father, Manfred von Karma, a renowned prosecutor who has never lost a case. Perfection meant being able to best Miles Edgeworth, Manfred's protege whom Franziska saw both as a little brother and a rival, and earn the right to be the successor to the von Karma name. Both men were known to be geniuses in prosecution, as Edgeworth managed to effortlessly follow Manfred's footsteps. Franziska, as she later acknowledged, was not a genius, and was a lot younger than Edgeworth. (Age aside, she still insists that she's the older sister.) She strove to catch up to them, to prove that she was worth her name and her legacy, through hard work and dedication. At the age of thirteen, Franziska was already priding herself as a "prodigy prosecutor", having graduated from a prestigious German law school.

And she was indeed a prosecutor. Like her father and little brother, she has never lost a case. She was known and feared among her peers. Her arguments were precise. Her investigations were thorough; as thorough as you can get without having the kleptomaniac tendencies of the protagonists of the Ace Attorney series. She was quick witted and could easily develop counterarguments against the defense. She was strict and disciplined with the rules, and was known to whip people for being foolish (this can mean anything from being generally annoying to breaking a minor rule like keeping the courtroom clean to being a criminal) without a moment's notice.

This harsh personality was brought about by the pressure of being expected to be perfect. This was her primary drive until Manfred von Karma was tried and found guilty of the murder of Gregory Edgeworth, Miles Edgeworth's father. She was uninvolved with the trial itself. Phoenix Wright, an old friend of Edgeworth's, was the defense attorney. Manfred von Karma was the prosecutor and the original defendant, tried for a murder related to that of his father's, was Edgeworth. This case left her without a father (the "anchor of her life" as she called him when she was thirteen) and a little brother, who decided to "choose death" and leave the world of prosecutor. She lost both her goal and her benchmark for perfection.

Angered by her loss, Franziska flew to America to defeat Phoenix Wright. She did everything she could to defeat him: conducting surprise investigations, controlling the witnesses' testimonies, withholding evidence, planting a tracking device on the detective in charge, and the like. She lost three times and each loss made her more desperate and reckless. This anger was made worse when Edgeworth decided to show up during the investigation stage of her fourth case against Phoenix. He was a changed man, having lost not only his perfect record but also his ideas when it comes to perfection. He didn't care as much as he did. She hated what he had become. She hated how he called her out with losing to Phoenix three times. She was more fired up than ever. Had Edgeworth not dragged her to a clinic, she would have gone to court even if the assassin the defendant for the case hired shot her on the shoulder the moment she stepped out of the car.

Thus she was made to give up the case to Edgeworth. She was called to go to court to deliver and present some evidence before it ended. Phoenix still won. Phoenix still won. After the trial, Franziska stormed out of court screaming about being unworthy of the von Karma name, leaving her whip behind. She, at that point in time, had given up on being a prosecutor. And she would have left forever had Phoenix not given the whip to Edgeworth who then chased after her in the airport to return it. She admitted to not being a genius. She admitted to being crushed by the expectation to be perfect. She admitted to wanting to take revenge on Edgeworth for always leaving her behind by defeating Phoenix. She showed signs of wanting to change what she had become but believed that she couldn't. Edgeworth convinced her that she could. The additional threat/pep talk about leaving her behind again if she stopped being a prosecutor convinced her to carry on with her profession. And yes, she was still bent on defeating Edgeworth.

That being said, Franziska's personality didn't change much over the course of the games. What changed was her motivations. She used to fight for her father's recognition. Then she fought for revenge. While she still considered Edgeworth to be her rival, by the time of the third game (one year after the Engarde case) she started to fight for herself. Come Ace Attorney Investigations, the game where I'm taking her from, she chose to be a prosecutor to capture criminals. She's still a perfectionist, upholding the von Karma creed, but she can now handle defeat with a little more grace.

It's also worth noting that Franziska isn't as mature as she presents herself to be. She has a lot of insecurities (height, status, being compared to Edgeoworth and Manfred) and a lot of pride. She can obviously be selfish, and occasionally naive. She tends to believe what she wants to believe and dismisses all other opinions as worthless until proven with evidence and testimony. She has a tendency to be unaware about how mean she presents herself to be and was taken aback when an eight year old called her out on it. Anger aside, she usually means well by her actions. She's just not good with showing affection. For example, knowing that Miles Edgeworth is afraid of earthquakes, her reaction to being with him after a quake was to order him to get some fresh air as he looked pale. Disliking how dirty Detective Gumshoe's coat had become was to attempt to throw it away so he could buy a new one. She eventually mailed it back to him.

Franziska still looks up to her father with some degree of pride and respect. She differs with him when it comes to philosophy as Manfred believes that there are people who are above the law and can not be tried in court. Franziska believes otherwise and, with the aide of Miles Edgeworth, Detective Dick Gumshoe, Kay Faraday and Agent Shi-long Lang, managed to try a corrupt ex-foreign ambassador. Simply put, she believes in the power of law and that all criminals should be given their proper punishment.

History: wiki

Canon Abilities or Powers: Nothing supernatural. She's skilled at using her whip.

Fairy Tale Role: The 13th Fairy from Sleeping Beauty
Fairy Tale Powers or Abilities:
Control over and summoning plants that have thorns. In the fairy tale, Sleeping Beauty pricked her finger on a spindle and was supposed to die, but fell asleep for a hundred years instead. Her castle was then surrounded by thorn hedges. If we assume that the spindle was tipped with a poisonous thorn, then we could simplify the vague extent of the original fairy tale character's abilities to having power over thorny plants.

Personal Items: her whip, her cellphone, a briefcase, her current clothes, a fresh pair of gloves

First Person Sample:

Foolish fools who foolishly believe in foolish flights of fancy, fairy tales aren't real. Fairies aren't real. To think that I, Franziska von Karma, prodigy prosecutor, am a foolishly flitting fairy is absolutely foolish! I know this because the most famous fairy tales come from my country. They are nothing but tales to entertain children and amuse the simple-minded. Magic does not exist. This entire world is nothing but a fever dream brought about by stress and fatigue.

When I wake up from this dream, I will have to demand for a short vacation.

Third Person Sample:
previous game log
peckish4action: (Joy (L!Dick))

Dick Grayson / Robin | Young Justice | Not reserved

[personal profile] peckish4action 2013-12-06 08:28 pm (UTC)(link)
OOC
Name: Kiki
Contact:
→ DW: kikibug13
→ AIM:
→ Plurk: kikibug13
Do you play anyone in Myth Making?: Nooope.

IC
Name: Dick Grayson
Canon: Young Justice
Canon Point: After the end of season 1
Age: 14

Personality:
Dick Grayson is a fourteen-year-old with an extraordinary life. And he knows it.

To begin with, his life started in the circus. And not by chance, either - he was the youngest member of the Flying Graysons, a family of acrobats/trapeze artists that were part of Haly's Circus. He grew up among the animals and the lifers, the barkers and the audiences, traveling all over the world, in the midst of close relatives and the whole troupe caring for him...

And, above all, in the air. He learned to walk on the tightrope, more or less; he lived and breathed flight, or as close to an unaided human could get. And, to Dick, this was feeling things right. He was always full of energy and, as appropriate to the circus, with good cheer. He was an artist born, not made, and a charming little troll.

His travels gave him a lot of knowledge about the world, in ways that most people that young never get to see; his family also gave him the confident knowledge that he was loved, cared for, protected. And special. Fast on his feet, fast on his hands, quick-witted and graceful, Dick Grayson was an enchanted boy.

However, the perfect life (or as close to it as one can get) didn't last. When Dick was nine, his Haly's circus performed in Gotham - and the circus owner refused to pay for 'protection' to a local. The revenge? Well. The Flying Graysons performed without a safety network for their crown act - one that their youngest member was excluded from. It took Tony Zucco only to sabotage the rig a little, and the five acrobats fell.

In one truly fell swoop, Dick lost his parents, his aunt, and his cousin; his uncle, the only one who survived the fall, was paralyzed for life. Dick couldn't even stay with the circus, the extended family he'd grown up with. Out of the enchanted life and a lonely orphan, in a night.

But, while Dick's life changed - while his confidence in the goodness of the world shattered - his life did not become a full-on tragedy. He got adopted by a Gotham billionaire, Bruce Wayne. From the constant travels and on-the-go, kaleidoscopic life with the circus, Dick moved into the vast Wayne Manor, with a guardian who cared for him, in all his rich-boy-company-owner busy-ness, and a butler.

And nobody else.

The change was hard on him, and a lot of the confidence, the cheer, left him for a while. But he didn't stop working out - even with acrobatic equipment, because that was not an impossibility at Wayne Manor. The transition probably would have been more difficult for him if Dick didn't have one thing very firmly in mind.

He wanted to get back to Tony Zucco for taking everyone from him. Revenge his family.

And that goal brought the other change in Dick's life.

Because Bruce Wayne had a secret. By day, he was a businessman, in the evening, he was a glittering, empty-headed socialite. But by night, he was Batman.

And Batman... took a very peculiar view of his young ward's drive for vengeance. Because he knew enough about the cheerful, bright-eyed boy to want one thing most of all for him - that Dick did not become like him.

Bruce recognized the fact that Dick wouldn't give up, not until his goal was accomplished. So, instead of trying to get in the way and alienate the boy, he took Dick under his wing. Dick chose the persona (and the outfit) himself, but the fact was that he became Robin, Batman's sidekick, a crimefighter, at the age of nine.

Now, nearly five years later, he is still doing it.

On the upside, he again has family that he trusts completely, both with Bruce and Alfred, and with the team that formed months ago among him and his fellow sidekicks (older, but, on the overall, less experienced). He once again flies at night, keeping the acrobatics he was born into alive and in perfect shape. His mind is developed to keep pace with his body - he is fast, witty, and an extraordinary hacker-- uh. Extraordinarily skilled with technology individual. In school, the kind of academy that he couldn't ever have dreamed to attend, while with the circus, he is a mathlete, a star student, and that's on top of all the work that he does. His sunny disposition has reasserted itself, and he cracks jokes, good and somewhat less so (some of them slaughtering the English language rather creatively), to keep up the morale of his allies and distract his enemies or lure them into angry mistakes.

On the downside... in five years, he has seen a lot of the worst that humanity can dish out to each other. He is a vigilante in Gotham, the city of the worst crazies. Like Joker, or Poison Ivy, or any number of them. And Dick has survived those encounters, not unscathed, either physically or mentally. Or emotionally.

The bright facade that he puts up to the world covers a little too much hurt than a kid his age should have borne. To boot, Dick is a sensitive child, incapable - or unwilling, possibly with the support of his guardian/mentor - to shut himself away from what is happening around him. He cares about people, he cares about what he does and why he does it. So all the horror that he has seen has left deep scars on him - scars that he laughs away but ambush him sometimes. Scars that he cannot ignore.

But he is way too determined - too stubborn - to let any of that stop him. To let any of that hurt those he cares about again.

Like his mentor, he's a baseline human without any meta abilities - his acrobatics almost suggest such, but it's all hard work and inborn affinity - among a team of metas, facing enemies who frequently possess or control such extra options, too. He's good enough at what he does to avoid being the weakest link, making up for the lack of power or speed by quick thinking, providing all the possible information at the soonest possible moment, and by feats of personal heroism that would have been impressive in an adult - in a fourteen-year-old, they are downright amazing.

That is not to say that he's flawless. To the contrary, he makes mistakes. They are only few and far between, both because it's important to him to make his mentor proud and because he knows way too well how a mistake he makes might cost people their lives. He is sometimes too rash, not fully considering and weighing all the options he has, especially the ones that pertain to the best of his team - which is why, despite his attempt, he did not become the leader of that team, leaving the honor to the much more mature Aqualad. Dick's humor is also a little too sharp, sometimes poking fun more deeply than he should. His confidence sometimes borders on arrogance, though those occasions are often concealing insecurities that the swift change in his life - as well as the not-always-positive experience in the years since became Robin - caused.

In the end, though, he is Robin. The laughing, brightly-clad, somersaulting little troll in the night. Batman's partner, the boy wonder who never gives up, no matter how sticky the situation, and whose cackle can herald the rapid change of bad guys' luck for the worse. He's a mostly-ordinary boy who's had an extraordinary life, and he's fully aware of that - and will make sure all that he's been given, he gives freely back, helping as much of the world as he can, any way he can.


History: http://youngjustice.wikia.com/wiki/Nightwing (note: Dick is taken from the end of season 1, when he is still Robin - the very first and only one - and has recently turned fourteen.)


Canon Abilities or Powers:
* Olympic-level acrobat.
* Martial artist - he's beet crime fighting for the last five years. Hand to hand, eskrima sticks, and birdarangs are his weapons of choice.
* Hacker (not very useful in the setting, but still)
* Working knowledge of history and sciences, as needed by the sidekick of the world's greatest detective.

Fairy Tale Role: Cupid, from the Cupid and Psyche mythos
Fairy Tale Powers or Abilities:
* Extraordinary beauty (not that Dick Grayson needs much enhancement, for that)
* Flight... yeah, with wings, apparently. They are feathery wings and can carry him pretty fast around.
* Archery. He is, possibly, Apollo's equal with the bow - only he doesn't shoot to kill.
* Oh, and the whole god of love thing. I'm going to limit the bulk of his power this way to his arrows - going with the two-flavor version, sharp-tipped to enflame desire, and blunt, to stop it. He can probably also encourage those already into each other/maybe give them some sort of blessing.

Personal Items:
* Clothes on his back - skinny jeans, shoes, t-shirt, and a black hoodie
* Shades
* Wristwatch-shaped computer with holo display/keyboard
* ... utility belt with birdarangs and other necessary things in pouches, since he basically doesn't go around with it.

First Person Sample:
[ The writing is neat and legible, if a little hurried, like the person writing it is always in motion, never stopping long enough to shape the letters fully patiently. ]

So, guys. Hi. I'm curious about some things. For one thing, how many of us are here, yet? Will we resort to talking with the fairies, or something like that?

Another thing. Should we, introduce ourselves with our proper names, or are we supposed to ~live our roles~ and talk - and think - of ourselves as whoever we're here as?

And, most importantly, how many people are freaking out and/or hating this, and does anybody need any help?


Third Person Sample:
"You have got to be kidding me."

Dick was looking around himself. He was sitting in the street... a cobbled street. All right, he hadn't seen one of those in a long time, but not out of his range of experience. With a book in his lap, ditto on the range. But... he was not somewhere he should have woken up - five years behind superb security should have assured that.

Well. No, it hadn't, because both Robin and Dick Grayson had been targets of kidnapping, but those didn't look or feel like this. They usually involved being tied up, roughed up, and possibly his head being almost too muzzy to properly think. None of these were present at the moment, and the street seemed... free, in fact.

Except he spotted that he had a bow and a quiver of arrows.

That made Dick bounce off to his feet to examine them, calling out, out of reflex, "Spee-- Red Arrow? Artemis? Anyone?"

Which is when he became aware of the wings. He was still gaping at them over his shoulder when a pixie stopped to look at him, shaking her head and saying that there was no Artemis, besides, he should probably call her Diana (what? Why would I be calling for Wonder Woman instead of Artemis?!). The pixie (oh, man, Wally'd have a fit, here!) had no answers.

Well. He'd have to find them some other way, right? Clutching the book in his hand (he'd look at it later, it was a book, of course he would!) he set off to explore.

Wally West | Young Justice | Not Reserved

[personal profile] sciencewhizard 2013-12-06 08:30 pm (UTC)(link)
OOC
Name: Dino
Contact:
→ DW: [personal profile] akurou
→ AIM: heartstrider
→ Plurk: [plurk.com profile] noceur
Do you play anyone in Myth Making?: N/A

IC
Name: Wally West
Canon: Young Justice
Canon Point: Episode 01x26, "Auld Acquaintance"
Age: 16

Re: Wally West | Young Justice | Not Reserved

[personal profile] sciencewhizard 2013-12-06 08:30 pm (UTC)(link)
Personality: Wally West is a very physical and earthly individual – he’s very much in tune with his wants and desires, perhaps to a fault. For example, he’s often seen stuffing his face, though this does have a root in his speedy metabolism, which requires almost constant feeding; this has not stopped him from feeling ashamed about his eating habits, however. When Psycho-Pirate used his Medusa Mask to make the team live through their worst fears and anxieties, Wally was confronted with his eating habits and his fear that he was never truly needed by The Flash; at some level, he feels unworthy of his role as Kid Flash, but he was the first member of the team to actually break through the control of the Medusa Mask because he realized his worth, and also remembering that he was trusted with the secret of Robin’s true identity ( Young Justice #3.5 ).

This earthiness of his also manifests in his scientific mindset: science was, and seemingly still is, the framework he has for viewing the world. He’s very well versed in chemistry, biology, physics, and mechanics; he was able to determine the composition of Kobra-Venom ( “Drop-Zone” ); he knew how to fix up Superboy’s motorcycle ( “Homefront” ); he could instruct Robin on how to build a mechanism to generate an EMP ( ibid. ), and he’s capable of understanding the theories behind time travel ( “Bloodlines” ). His scientific worldview, however, is also his way of controlling the world around him through his understanding; there is no room for the mystic arts, the supernatural, and magic, and to admit their existence means acknowledging his lack of control ( “Denial” ). Since he has worn the Helmet of Fate, come into contact with the ghost of Kent Nelson, and admitted the existence of a “higher plane,” it is possible his worldview has expanded without ill effect to his sense of self, but he has yet to be seen mentioning it since then.

Even before he became Kid Flash, Wally had a very energetic, curious, and intellectual nature. At the age of thirteen, he was able to read, understand, and use his Uncle Barry’s research notes to recreate the experiment that gave him his speedster powers ( YJ #5 ). The fact that it took him longer than expected to gain speedster powers of his own may have contributed to his acceptance of the fact that The Flash can seriously outpace him [ on Earth-16 ]; he has been shown as saying, in the second season, “Lap me; I’m used to it” ( “Bloodlines” ).

Physical contact seems to be important for Wally, and he’s quite expressive through his body. There are several instances where he is mainly expressive with his arms and hands, for example, in “Independence Day,” where he both throws his arms about (emotional about the revelation that the Justice League had deceived them about the true nature of their induction) and wrings his hands (upset about Speedy’s departure). He has no problem with immediately expressing camaraderie toward new people, such as Superboy, whose shoulders he threw his arms about at the end of “Fireworks;” he also gave the clone a playful punch or two in YJ #0. In particular, the two people he seems to have the most ease expressing his physical nature with are Robin and Artemis, both of whom he was willing to carry during missions and times of crisis ( Unknown Episode & “Bereft,” respectively ). At the same time, he seems to prefer being the initiator of physical contact, otherwise he can get upset; “Bloodlines,” showed him getting slightly irritated and upset when Bart Allen hugged him after he arrived to collect the speedster.

As a side note, it should be mentioned that previous incarnations of Wally West, from the comics centered on New Earth ( YJ takes place on Earth-16 ), suffered through an abusive situation at home with his parents. No sign of this has been shown in YJ, though his parents have been shown as slightly distant ( “Coldhearted” ), at least physically, but a counterargument may be made against this with the incident that took place in “Misplaced,” where he and his parents hugged at the end. A counterargument may be made against that, saying that it only stemmed from the severity of the situation that had recently been resolved ( the split of the world into two, one for adults and one for children ). If there is any form of abuse that might have shaped Wally’s personality, it would have most likely taken form in emotional neglect.

Wally is playful and a joker. He is often shown mouthing of, especially to villains and rivals; Artemis and he have had a relationship like this from almost their first encounter ( “Infiltrator” ), and he was confrontational with Red Torpedo and Red Inferno ( “Homefront” ). When it comes to playing around, he has been shown as very fond of kids; when Klarion and the other mystical villains split the world in two, Wally was shown playing with the kids he had helped rescue, letting them climb all over him ( “Misplaced” ). Also, in “Coldhearted,” he was shown as being very fond of Queen Perdita of Vlatava, whom he saved by racing a heart over to her for a transplant, and by exposing her uncle, Count Vertigo; the feelings of children toward Wally seem to be mutual, as expressed by Perdita.

Emotionally, Wally is impulsive and hot-headed. He has been labeled as “Kid Mouth” by members of the team, mostly because of his ability to quite easily run his mouth off and run his foot right into it. During “Insecurity,” he immediately jumped to blaming Artemis for the failure of the mission once Red Arrow accused her of planting a tracer on a train, sending them on a wild goose chase. When confronted with the possibility of death in “Denial,” he did not refrain from calling Miss. Martian “hot,” in front of the whole team, and he has been shown to flirt extensively with the aforementioned and Zatanna Zatara when she first interacted with the team ( “Humanity” ).

Ironically, he can be a little slow on the uptake about his feelings toward others, especially if they are particularly deep, and the feelings others have toward him. It took all the time from “Denial,” when Kent Nelson said he needed to find a “spitfire of his own, who’d never let him get away with anything,” to “Insecurity,” for him to acknowledge any sort of admiration toward Artemis; there were hints of this in “Bereft,” when both of them had lost six months of their memory and Wally openly flirted with her (but this can probably be considered a sign of his flirtatious nature). He also did not openly express his romantic feelings toward her until the final episode of the first season, “Auld Acquaintance,” where he kissed her and said, “I should have done this a long time ago.” As another side note, remembering important dates seems to be one of his failings; season two episode, “Salvage,” has explicitly stated that Wally forgot Saint Valentine’s Day four years in a row.

There is a possibility that Wally’s encounters with the Helmet of Fate, and Nabu’s hesitance in relinquishing his host bodies, has instilled a sort of fear concerning the life of superheroes. Wally is shown in the second season as being insistent on staying out of superhero business unless called upon in extreme emergencies ( “Bloodlines” ), to the point where he grows sullen and angry when this tenant is violated ( “Depths” ). The seeds of this may have first been planted when Wally first entered the control of the Helmet of Fate ( “Denial” ), saw Aqualad under its control, almost for good ( “Revelation” ), and ultimately seeing Zatanna lose her father to the Helmet ( “Misplaced” ).

Collecting souvenirs from his missions seems to be a hobby; his room at the base in Mount Justice is/was lined along a shelf with objects such as the Helmet of Fate, Cheshire’s mask, a mask from a Kobra acolyte, the arrow Artemis fired when they were fighting Ivo for the first time, the pack he used to transport Perdita’s new heart, etc. There is also a case for Wally being very fond of older movies, especially those in black and white; he dressed up as a werewolf in the more classic vein of the Wolfman for Halloween ( “Secrets” ). [ This episode also showed off his playfulness in his howling at Wolf and his participation in a prank at a dance. ] He also uses phrases from movies like Planet of the Apes [ “Get your paws off of her, you darn dirty ape.” ] ( “Revelations” ), and words like “stiff,” typical of movies set in the 1930s – 1950s ( “Coldhearted” ). Foreign languages also seem to be an interest for Wally; he has passing knowledge of both French and Latin, while he “Salvage,” has stated that he was taking a course on Vietnamese literature, leaving open the possibility that he was learning that language as well.

History: Young Justice Wiki

Re: Wally West | Young Justice | Not Reserved

[personal profile] sciencewhizard 2013-12-06 08:31 pm (UTC)(link)
Canon Abilities or Powers:
  • Intelligence Wally well versed in biology, chemistry, and physics. He was able to recreate the chemical experiment that gave The Flash his superspeed, and he was also able to identify a mixture of Bane’s Venom mixed with Cadmus’s Blockbuster formula. In terms of physics, he seems to have a firm hold of basic electromagnetic wave theory and he even has a rough understanding of complex theories concerned with time travel.
  • Mechanical Skills Wally has been shown knowing how to fix up a motorcycle, as well as informing Robin on how to generate an EMP from the parts of a medical device and the base’s electrical generator. He also has an understanding of advanced tech, such as “advanced camouflage micro electronics combined with phase shifting.”
  • Languages Wally knows both French and high school-level Latin.
  • Superhuman Speed Basically, Wally can run really fast. Supposedly, his limit, on Earth-16, is just under the speed of sound, which is roughly 768 MPH.

    Wally can use his speed to do all sorts of things like generate small tornadoes, burn objects and things with friction, and even turn himself into a battering ram at high velocities. Unlike his mentor, The Flash, however, Wally West of Earth-16 is unable to vibrate his atoms through solid objects.

    Unfortunately, the experiment that gave Wally his powers, did not give them to him with the full control his mentor has. He has to both accelerate and decelerate; he has been known to slide into objects and to also trip. Attempts at abrupt stops will usually result in accidents.

    The experiment that gave Wally his superspeed also gave him a superfast metabolism; while this helps in keeping his body fit and healing his injuries much more quickly, it also means that he has to constantly replenish his energy with large amounts of food, even if it’s something like burnt cookies. He has developed a habit of keeping a pack of food with him for missions that will keep him away from food for more than 24 hours, but once he’s used that up, his strength and speed will both start to diminish severely.
  • Superhuman Endurance Wally’s body is capable of taking quite a lot of punishment. He has been thrown around and beaten in such ways that would have fractured bones on a normal human. The only time he has ever been severely injured was when Black Adam, a magically powered individual, suckerpunched him into a tree, breaking his arm.
  • Superhuman Agility/Reflexes Training has given Wally a knack for avoiding strikes; he’s capable of rolling with the punches, as it were, and also with the throws. He’s been able to push off of walls after being thrown into them and go back at his enemies.
  • Strength For someone his age, Wally is at his peak level of fitness and strength; he has been shown being able to pick up three people at once and run with them. If he has not eaten in a while, however, his strength and energy are decreased.
  • Gymnastics Wally can do some basic gymnastic skills in combat, even at high speeds, such as somersaults and front-handsprings.


Fairy Tale Role: Psyche, from the tale of Cupid and Psyche in Lucius Apuleius' The Golden Ass.
Fairy Tale Powers or Abilities:
  • Nature Communication - While it was more a matter of the animals and plants talking to Psyche in the original story, this will be adapted into a power on Wally's end. It won't work with every animal or plant, though (otherwise he'd feel really bad about eating them).
  • Wind Control - Psyche was able to command the wind to bring her and other people from the hill where she was left, so this will be adapted into an ability to call upon the wind to use it for travel and so on.


Personal Items:
  • Suit - This is his suit that he uses when he goes on patrol, missions, etc. It is made from a special material that reduces air-friction to zero, optimizing his running speed. It also has minor shock-absorption abilities, protecting Wally from some blows. It comes with two camouflage modes: one that turns the suit black for night time and jungle missions, and another that turns the suit white for missions in arctic conditions.
  • Goggles - These goggles have the main function of protecting Wally's eyes from debris while he's running. They also have different viewing modes such as thermal scanning, infrared, and magnification.

Re: Wally West | Young Justice | Not Reserved

[personal profile] sciencewhizard 2013-12-06 08:33 pm (UTC)(link)
First Person Sample: So does anyone around here have access to a lab or anything? I used to do some chemistry back home, but I guess here it'd be alchemy, wouldn't it?

Geeze, alchemy. That's a real joke, but I guess you've gotta give them credit for laying out the foundations for real science.

Anyhoo, rambling. Seriously- anyone know of a good place around here to mix some things up? I've gotta find a good way to kill some time.
Third Person Sample: Sample from [community profile] tushanshu
offbeet: (help wanted)

Luna Lovegood | Harry Potter | Not reserved

[personal profile] offbeet 2013-12-06 09:33 pm (UTC)(link)

OOC
Name: Leah
Contact:
→ DW: nymja
→ AIM: acediatheory
→ Plurk: silentcomedy
Do you play anyone in Myth Making?: Peeta Mellark | The Hunger Games

IC
Name: Luna Lovegood
Canon: Harry Potter
Canon Point: The Deathly Hallows, the party at Hogwarts
Age: 16

Personality:

Luna appears to live up to the nickname her classmates have given her -- Looney Luna Lovegood. She's distant, seemingly absent-minded, and her dazed expression coupled with her lilted voice and non-sequitur conversational cues seem to portray less than the picture of sanity. To say she's a bit odd is an understatement. Luna is very abstract in her thinking patterns, not only looking outside of the box but wondering what the box is made of and whether or not it's actually a box or a circle. However, this oddity and estrangement from conventional behavior has its advantages for Luna.

Luna  is both incredibly perceptive and empathetic. She can pick up on the slightest observations, and it's clear that even if the eyes have been staring at a rock for twenty minutes, her mind is working out the existential properties of the rock.  Not all who wander are lost is definitely a concept that applies to Luna's philosophy. Knowledge is a wonderful discovery, and can always be further explored. There is nothing but the abstracts for Luna, and linearity is often disregarded. She prizes creativity and innovation, and is always inspired by finding it in other people or animals. Luna always has one foot off the ground, figuratively speaking, and there is no capital T Truth, only a popular interpretation of it.

In the novels, Luna was sorted into the Ravenclaw house. Sortings determine both the inner personality of the student as well as the qualities they value the most. Ravenclaw holds its strengths in logic, wit, and learning, and it's clear that Luna prizes Thinking above all other things. She is vastly intelligent and clever, with one of the most open minds that the series has presented. She picks up on things easily, but the most important thing that Luna seems to gain from her mind is the ability to believe. Luna holds many bizarre and unorthodox views on the world, and while this may earn her scorn from her peers, it also allows her to hold faith in the impossible and overcome any societal impediments. If Luna believes something is right, she will support it wholeheartedly, and her imagination doesn't limit that in the slightest. JK Rowling, the author of Harry Potter, has stated that Luna is the most likely to 'think up ten impossible things before breakfast', and her creativity and ingenuity know very weak, if any, bounds. Luna goes into things feet forward, and knows that logical and bizarre aren't mutually exclusive terms.

In terms of temperament, Luna is very calm, almost airy about most things, and doesn't get frustrated or stopped by setbacks or obstacles. She is an open-hearted girl who never lets what others say bring her down. Frequently while in school Luna has been bullied, but her attitude towards it implies that she is not even aware of said bullying. Things are always taken in stride for Luna, she hardly gets angry, and her very zen temperament has been a subtle pillar of support for her friends. Luna doesn't let herself become affected by the darkness that surrounds her growing up, instead she continues to be a positive personality clad in ridiculously bright clothing. Simply put, Luna is kind and always sincere. Said sincerity sometimes even overstepping into the offensive with her rather blunt manner of honesty. She doesn't sugar coat things, and calls the situation as she sees it oblivious to the social norms around her. She also gets lost in her own thoughts often, coming across as vacant minded or even rude when she ignores what's happening right in front of her because she's too busy focusing on the obsolete theories of quantum transfiguration.

While not much can offend or bother Luna, there are a few things that set off her darker side.  A daddy's girl through and through, any problems someone has with the Quibbler (the wizard equivalent of a tabloid that her dad writes) is viewed almost as direct attack on her. She can get very cross with people who are closed minded, and cold when someone disregards her theories because it's not the capital T Truth. She has little respect for people who don't respect others, and checks out of conversations with them by retreating to her own, special, Luna-land inside her mind. She has a very clear and easy manner of approaching the world, but it's solid and unshakeable. Her modus operandi is simple, but she has never compromised it. With Luna, there is always an easy acceptance waiting for you, if you can get passed the weird abstractness.

On the whole Luna is one third zen, two halves imagination, and one fourth absurdity. And if you complain about that adding up to be more than one, well, she would tell you that you simply aren't paying attention.

History: Here!

Canon Abilities or Powers:

Abilities:
Creativity and Innovation: Luna definitely has a handle on looking outside of the box, and her unique views on things allow her the ability of belief despite logic, which as been a phenomenally useful resource when she is on a team with more logical minded people. It also grants her a lot of imagination and innovation, such as her creating her own enchanted clothing items in canon.

Observation: Luna is incredibly perceptive of her surroundings, giving her high observational skills. Often communicated in less than orthodox ways.

Naturalism: Luna has a habit and love for creatures, with a very wide knowledge of wildlife as well as mannerisms.

Powers:
Luna is a witch, meaning that she is able to cast a variety of magical spells and curses with the use of a wand. Luna in particular has been shown to be very adept at dueling and casting the Patronus Charm, a defensive spell powered by happy thoughts, which takes the shape of a hare. Charm work and defense against the dark arts are strong areas for her, and in particular she is fond of the Care of Magical Creatures.

Fairy Tale Role: The Mad Hatter (Alice's Adventures in Wonderland & Through the Looking Glass)
Fairy Tale Powers or Abilities:  The Hatter is often used to play with the conventions of time in both novels (such as when he is being sentenced for a crime before he commits it, and how the guest Time at the tea party traps both him and the March Hare at 6:00 forever). I'd like to translate this as Luna being able to freeze time in six second incriments. Because that just seems like the right thing to do as it's totally nonsensical and ultimately useless, much like Hatter's riddles and poems.

She can also now fashion very stylish hats.

Personal Items:
-one magic wand
-School robes (Ravenclaw)
-a necklace made out of bottlecaps
-two radish earrings
- a satchel full of back issues of The Quibbler ( a magical sensationalist magazine comparable to the National Enquirer)

First Person Sample:

This is certainly exciting. I don't believe I've had the opportunity to make hats before. Though I do wonder how so many strangers have already learned one of my many colourful nicknames.

Anyway, it is very nice to finally talk to everyone, even if it is only through these letters. You see, it's been quite a while since I've had the opportunity to make new friends, because my current ones are so prone to being eventful, and being eventful takes up much of my time.

I am slightly concerned about the dislocation, however. I don't remember coming here, so you have to wonder where all that traveling distance went. Things never go well when large expanses of time go missing.


Third Person Sample:

She supposed there were worse things to be subjected to than sitting in a dungeon. At least, that's the conclusion Luna came to as she sat down next to a quivering Mr Ollivander, hands clasped in front of her and thumbs twiddling in thought.

After all, even if the sunlight only came in once in a while or not at all, at least there were candles. And though the floor of the dungeon was littered with something Luna could only assume was goblin bones, she had yet to see any human shaped ones so that was certainly to her favor. And the torture that had resulted from all the questioning? That had only been physical, which meant it would heal, and she hadn't had the opportunity to give up Harry Potter's whereabouts because she thankfully hadn't a clue as to where abouts they were. So. There were quite a few things worse than sitting in a dungeon.

Though Luna was beginning to suspect that her natural affinity for dungeon cell sitting was due in part to have potions in Professor Snape's classroom nearly every day for six years. She would have to remember to write him a thank you note after she had departed from this place. It was only kind, after all, and it explained why Mr Ollivander was having so many struggles. Mr Ollivander had been out of school for quite some time.

Luna turned to him, noticing again that he had become quite unsociable and withdrawn again. That wouldn't do. Luna was a firm believer that the first rule of being held a captive prisoner was to do it with amiable conversation, as it was the most counterproductive thing they could do in a situation like this.

Looking around, Luna felt a small smile crawl up her face. "Lovely weather we're having down here, isn't it?"
 
Mr Ollivander stared at her as if she had grown two heads, but Luna was not to be deterred.
 
"At least it's not raining. I don't think I'd do well having to sit in one place with rain all the time. It'd get chilly after a while." She tapped a finger against her chin, "They could do that, I think. If they wanted. So in a way, they truly aren't using the full potential of this dungeon, don't you think Mr Ollivander?"

Mr Ollivander stared, before muttering, "No, I suppose they aren't."

Luna beamed. "That's very good."

At least he was talking now. Luna would hate to have to spend her dungeon captivity in the company of someone so sad.
"Have you ever heard of multiphasing bandicoots?"

"No..."

"Well, let me be the first to inform you that they are quite unpleasant to deal with in the hot weather. Such information may save your life, you know."

And so the hours began to pass, as Luna cataloged her entire knowledge of obscure, but perfectly real, creatures.
force_and_style: (RAGE!)

Xykon | The Order of the Stick | Not Reserved

[personal profile] force_and_style 2013-12-06 10:02 pm (UTC)(link)
OOC
Name: Dragon
Contact:
→ AIM: Dragon of Anger
→ Plurk: [plurk.com profile] dragonoflife
Do you play anyone in Myth Making?: No.

IC
Name: Xykon
Canon: The Order of the Stick
Canon Point: Stip 899
Age: 107

Personality: Xykon is Evil with a capital E. Not 'troubled', not 'tragic', not in the least bit sympathetic. Xykon is evil in every possible way, small and large. He is absolutely cruel and willfully sadistic. All things being equal, he will inevitably choose to cause suffering and torment to any creature, including his own allies. In periods of adversity, his team spirit rises, but once he's back in control he ignores anything and anyone that doesn't entertain him -- and the only thing that really entertains him is suffering.

Born a sorcerer, Xykon has no patience for the intelligentsia of wizards, who look down on those who have magic come naturally to them instead of earning their power through study and dedication. Nor does he have patience for tactics, strategy, or planning. He knows this! He is well aware of his general impatience and willful ignorance of these things. In his living years this caused him a great deal of trouble, and led to him really accomplishing very little of substantial note, but after his transformation to undeath he came to realize that it was simply possibly to blast through anything if you're strong enough -- and thus far Xykon has certainly been strong enough to overcome almost any opposition.

The only other thing that truly matters to Xykon is style. It isn't enough to do horrible deeds and pursue ultimate goals -- you have to do them with pizzazz. If he can time the use of a spell to add perfect drama to a situation, he will. If he can showcase his power with some overwhelming display of force, he will. He cracks jokes, delivers one-liners, pauses battles to flaunt his greatness, and lectures the heroes on their flaws and weaknesses while casually ignoring their abilities. But when he's put on the ropes, Xykon tosses style out the window; winning is much more important than losing with style. In fact, Xykon believes the real key to power is simply how far you're willing to debase yourself to win. As he himself points out, he let himself be turned into a lich just to win a battle. Pride, standards, decency, refusing to take a winning action for any reason whatsoever -- these are weakness.

Outside of those moments, though, Xykon is rarely serious. He's on top of the world and he knows it, even with a minor setback here and there. He's got power, style, and everything on his side that matters. And eternity to enjoy it. Why shouldn't he have some fun?

Despite all these advantages, Xykon is no deep thinker. Unless he's being very serious (which is rare), he does things to amuse himself before anything. That means he will cheerfully slaughter his own minions and anger his own allies just for a laugh. He is virtually incapable of making friends; his allies are essentially chained to him by his manipulation, which means they have no qualms about manipulating him in turn if they believe they can get away with it.

Going along with his desire for amusement, he also plays the role of evil villain incredibly straight, including deliberately invoking classic tropes and flaws in that personality. Though by all means a massive threat when he has his act together, he generally prefers to screw around and have fun -- which has massively bitten him on the butt a couple of times in canon, causing him to lose his body because he turned his back on one of the heroes, and much later to lose his phylactery because he'd been toying around with and torturing a paladin. He once conducted a job interview in the middle of battle just because he could, then bragged about it by sending the new hire down to his ally with a note specifically for that purpose.

Interestingly, for all his power, Xykon is absolutely terrible at finding anything to do with it without help. During his entire lifetime he accomplished absolutely nothing of note, despite amassing a massive amount of sorcerous power. Only when an evil scheme of sufficient power was dropped in his lap did he actually manage to become a threat to the world.

As a side note, Xykon's home world is explicitly governed by the 3.5 rules of Dungeons and Dragons, and its inhabitants know that. Even though this one isn't, Xykon has absolutely no problem referencing rules mechanics or abilities (such as referring to an enchanted sword as +5, or noting that he has a +8 racial bonus to Listen and Spot checks in so many words).

History: Perhaps in wiki form?

Canon Abilities or Powers:

Xykon is a Epic lich sorcerer under D&D 3.5 rules. The links contain all the details necessary, but some expansion:

As a lich, Xykon is undead and immortal. He is able to endure a massive level of punishment (d12 Hit Dice), can see in the dark, cannot be affected by powers which affect the mind, is immune to poison, paralysis, sleep, stunning, disease, and death effects; cannot be beaten up (nonlethal damage) or weakened (ability damage), and doesn't get tired. Positive energy harms him; negative energy heals him. Any effect that would attack his vitality or health (transformation or petrification, for example) he automatically ignores unless it could also affect an inanimate object. He does not breath, eat, or sleep. He is immune to cold and electricity damage and hostile shapechanging effects. He takes substantially less damage from any physical attack which is not both magical and bludgeoning.

(These are all basic undead 'physical' traits, so they'll still be applicable in-game.)

Under normal circumstances, if destroyed, Xykon would regenerate from his phylactery. Because he does not have his phylactery in-game, normal death rules would apply.

Xykon does not seem to have a fear aura in canon, despite that being a lich ability. He very much does have the ability to paralyze with a touch (although it does not appear to be permanent), as well as harm with pure negative energy.

As a sorcerer, Xykon knows a list of spells and may cast any of them he desires, until he has expended all the spell slots he has available for spells of that level. Canonically, his spell list is as follows (taken from either a provided list, or spells he has been observed casting or showing the results of):

0th level: Ray of Frost, 8x unknown
1st level: Magic Missle, Burning Hands, 3x unknown
2nd level: Shatter, 4x unknown
3rd level: Lightning Bolt, Protection from Energy, 2x unknown
4th level: Animate Dead, Greater Invisibility, Resilient Sphere, Stoneskin
5th level: Cloudkill, Overland Flight, Symbol of Pain, Xykon's Moderately Escapable Forcecage (Estimated spell level. The spell creates bars of force around one humanoid creature which anchor themselves in the ground.)
6th level: Contingency, Unknown x2
7th level: Finger of Death, Mass Hold Person, Greater Teleport
8th level: Symbol of Insanity, Ghostform (no link available, but basically does exactly what it sounds like), Unknown
9th level: Energy Drain, Meteor Swarm, Soul Bind
Epic level: Superb Dispelling (ludicrously high chance to dispel magic effects and suppress magic items), Epic Mage Armor (shields the caster with invisible force, making them near-impossible to hit), Cloister (he can't cast Cloister, he doesn't have the focus he needs for it).

Known Feats: Craft Wonderous Item, Maximize Spell, Still Spell, Craft Ring, Craft Ring (Epic)

Fairy Tale Role: Genie of the Lamp (Aladdin)
Fairy Tale Powers or Abilities:

Xykon can grant wishes. Straight up grant wishes, so long as they don't involve messing with rocs or undoing the wok of another genie. The 'owner' of the lamp, which is to say the person physically holding it, must state the wish out loud in Xykon's presence. Making a wish doesn't require an explicit 'I wish' statement, but the statement does need to be directed to Xykon (although what is 'addressed' to him is up to his own discretion).

Xykon, of course, is as chaotic evil as they come, so every single one of his granted wishes will pretty much take a total jackass-genie interpretation unless it's very self-serving. (From an OOC perspective, this is a very significant power-balance on the ability, because frankly there shouldn't be any wish made without a heaping handful of hilarious regret.)

Xykon is bound to a lamp, which he is forced to dwell within until the lamp is rubbed. (For playability purposes, he'll still be able to use his network story book while imprisoned.) Once the lamp is rubbed, he can emerge to do the bidding of the owner, and (again for playability purposes) hang out outside of the lamp until such time as it no longer has an owner or until he is commanded to return to it.

An owner is not limited to three wishes, but may make as many as they want.

Personal Items: Robes, a spell component pouch (which contains spell components in effectively unlimited supply, thanks to the mechanics of D&D which does not require them to be tracked), a Ring of Energy Immunity (fire) (nonfunctional in-game, of course), and a crown that has no magical power but radiates purest evil from long association with Xykon.

First Person Sample: Seriously, what the hell.

I'm not sure what irritates me most -- being imprisoned in a tiny formless void, being stripped of the henchmen and cronies I spent so long digging my metaphorical fingers into the brains of, having only a quill and a book straight out of another intellectual property referencing secret chambers for company, or the fact that I'm so bored I'm actually using that book.

'Slave' of the lamp isn't very politically correct, is it? I'm pretty certain a liberal watchdog group should be campaigning for my release out there. The fez that came with the gig is pretty snappy, though...

Third Person Sample: "It's a deed." When his ostensible 'master' didn't take the rolled-up paper from his hand, Xykon practically shoved it at him. "To Castle Grimfalcon. Approximately twelve thousand miles from the nearest gate point to the Prime Material Plane it's on, but currently all yours just like you wanted. I distinctly heard you say, 'I wish I had a castle.' Well, now you do!" Xykon slapped his master on the back roughly, extending one bony arm in an invitation to view the imagined magnificence of his granted wish.

"Oh, I depleted your wallet and investments to pay off the back taxes to the Kingdom of Skull-Eating Malice, in which the castle is located. One of the better names for a country I've heard. And there's a small dragon infestation in the courtyard, but nothing above wyrm age. And I'm pretty sure the ancient curse of haunting and misfortune only applies to the owner if they're in the same multiverse, which there's a very real if tiny chance we might not be."

Leaving his master to his slack-jawed horror, Xykon stepped a few feet ahead of him, then with an unzipping motion opened a black, red-rimmed portal to the darkest depths of hell itself. From the infernal void beyond, several massive hounds of unfathomable size and truly malefic appearance lunged at the portal, baying like screaming souls and snarling with the desire to rip flesh from bones and souls from bodies. Fire and ash fell from their mouths as they struggled to push past each other into the mortal world. "Now, let's pick out that puppy you wanted."
yokihealer: (Sweet but deadly)

Cynthia | Claymore | Not reserved

[personal profile] yokihealer 2013-12-07 01:56 am (UTC)(link)
OOC
Name: Clari
Contact:
→ DW: sepiadreams
→ AIM: darksilvereyed
→ Plurk: awakened
Do you play anyone in Myth Making?: N/A

IC
Name: Cynthia
Canon: Claymore
Canon Point: Chapter 144
Age: Unknown. She appears to be around 18 years of age physically. However Claymores mature but they do not actually age. Keeping the seven year time skip in mind, Cynthia could be in her mid-twenties to early thirties.

Personality:
Cynthia is, quite possibly, the sweetest Claymore you'll ever come across. Ever. She's the nice one of the group, and her attitude is something rarely seen amongst the normally stoic, serious Claymores. With a cheerful disposition, she sees the glass as half full most of the time, and hopes for the best possible outcome in every situation. You never see Cynthia get mad or overly upset, unless something really bad happens, like the death of a comrade. She stays calm most of the time, with a smile on her face and a helpful word to try and motivate and keep the others going.

However, Cynthia can certainly not be called naïve. Cynthia would not have become Number 14 otherwise. She's a smart girl, who is quite capable of fending for herself, and she will certainly do so if provoked enough. She'll probably be a little nicer about it, but she will draw her sword if she must, just as her comrades would. Cynthia, while nice, is also far from being a pushover. She won't bow down and let people walk over her, but she won't bite down their throats to do so. She'll just be a lot nicer about everything. And she isn’t afraid to gently tease someone if she’s close enough to them. But she has to be close to them, and she’ll never say anything that will actually hurt the person. She’s a good-natured and gentle girl who happens to be pretty badass with a sword as well.

She is loyal to her comrades, and will always work to the best of her ability to get something done. She never questions her leader, and does what is requested of her at all times, trusting her leader and her friends. Cynthia believes in preserving as many lives as possible, striving to make sure that, ideally, there are no casualties. She believes that saving lives are more important than the fees she has had to collect for the Organization, and it is suggested in canon that she even went as far as to kill yoma for free. It is for this reason that she was sent to the war in the North.

Happy to put her life on the line, Cynthia does do well to hide her own insecurities behind that smile of hers. Cynthia suffers from survivor’s guilt after the war in the North. She sees herself as the weakest of the seven survivors of the Northern War, believing herself to be so because of her own guilt at having lived when her other comrades had died. Cynthia, while wanting revenge for the deaths of her comrades, is happy to sacrifice herself so that the other survivors of the war may live and fight on. She would rather her life be used to save another.

History: http://claymore.wikia.com/wiki/Cynthia

Canon Abilities or Powers:
Cynthia has all of the standard abilities that come with being a half-human, half-yoma hybrid. By taking on the flesh and the blood of a yoma, it has granted her enhanced speed, and strength. On top of this, she has the ability to sense yoki. In other words, she is able to sense demonic auras, and is thus able to hunt yoma down.

In the Claymore-verse, there are offensive-type Claymores and Defensive-type Claymores. The idea is that a warrior who focuses on killing the monster to survive becomes “offensive” while a warrior who focuses on protecting herself to survive becomes a “defensive-type”. Defensive-type Claymores excel at healing and can regenerate their limbs, while offensive types can reattach limbs that have been cut off, but may not be able to regenerate them. Cynthia is what you would call a defensive-type, and so she is capable of regenerating her limbs, and heals a lot faster than her offensive-type allies.

Over the seven years that Cynthia spent in the North, she has managed to develop her ability to manipulate the yoki of another, synchronizing theirs with her own in order to help speed up the healing process. She’s basically Claymore’s version of a nurse, offering to help others heal when they need it. She assists Galatea with her arm, Yuma with her leg and Helen with her eye at various points in the manga. However there is, of course, a limit to how many times she can use this ability. It requires a great deal of mental stamina, and if she uses it too much, she will grow weaker. It also hinders her own ability to heal, since she’s using her own yoki to help another, which can be bad news if she happens to get badly injured after healing everyone else.

The downfall of her abilities is that if she uses too much yoki, she will turn into a monster herself. Releasing 10% causes a Claymore’s eyes to change from silver to gold. Releasing 30% causes her face to distort, becoming more animalistic than human. Releasing 50% means the body distorts. Once she releases 80% she has reached her limit and risks awakening – turning into a bloodthirsty and horrific monster herself.

Cynthia was ranked number 14 when she was a part of The Organization. This means that as a Claymore, she was quite skilled. There are 47 ranks within The Organization. A Claymore with the rank of 47 is the weakest. To have made it to number 14 shows that Cynthia has a great deal of skill and ability.

Fairy Tale Role: Vasilisa from Vasilisa the Beautiful

Fairy Tale Powers or Abilities: Vasilisa possesses a little wooden doll. She is advised to give the doll something to eat and drink when she is in need, and the doll will help her. The doll is capable of performing normal tasks on behalf of Vasilisa to lessen her workload. The doll is capable of giving advice and seems to be rather intuitive, reassuring the girl that her father has not left her in one case. It tells Vasilissa what to do when she needs the advice.

Personal Items:
Cynthia’s claymore sword
The clothes on her back.

First Person Sample:
[It takes Cynthia a moment to actually try writing in the book. Magic is not a part of her world, so she finds it extremely curious. Maybe a little odd. It doesn’t frighten her; it just intrigues her more than anything.]

This is all really very strange, isn’t it? Words keep showing up in this book, and I’m not writing anything. Can anyone see this?

My name is Cynthia! How is everyone doing? I’m going to try and find as much about this place as I can. Hopefully, I’ll be able to get everyone home, okay? Just leave it to me! I promise that I’ll do my best!

Third Person Sample:
The people had been oddly friendly. Cynthia was rather surprised to receive such a warm greeting from a group of people she’d never met in her life. Being what she was, humans generally didn’t welcome her with open arms. It hurt when they called her a monster, but she did understand why they did it. To them, she was frightening. She was half-yoma and someday she would awaken and become a creature that fed off of humans unless something killed her first. She would have much preferred to give her life to save another, as well. It was always that way for her. She would always choose death so that another could live on.

She was quite a bit stunned at first, looking at the townsfolk with wide eyes when they greeted her so cheerfully, as though she was some kind of guest of honour. It was peculiar that they called her “Vasilisa” though, and as much as she apologised and insisted that they had the wrong person, her words were regarded as “nonsense.”

“I’m really sorry. You do have the wrong person though.” She said again, but they’d have none of that.

They were gone now, but her confusion remained. It did feel nice to be appreciated, but it would have been better if it was for her and not some stranger. However, Cynthia didn’t think she ever really needed welcomes anyway. When she was travelling and hunting yoma, she was doing it because she wanted to help everyone and ensure no lives were lost. Recognition was never needed. She was just doing what was right.

Along with her confusion, she was left with feelings of concern and worry. Poor Cynthia still didn’t know what, exactly, was going on.

“I don’t understand what’s happening, but I’ll get back somehow.” She spoke gently to herself. Her comrades were out fighting and she needed to fight alongside them. She wanted very much to be there to help them. They were her friends, after all.

“I’m not sure what this is all about, but I need to help my comrades now.”

A frown. The only thing she could do now was wander and try finding out as much as she could. As worried as she felt, there was always a glimmer of hope that things would be resolved. With a determined little nod, she started walking to find whatever could be found.
imitational: <lj user="dorked"> (Default)

Riku Replica | Kingdom Hearts

[personal profile] imitational 2013-12-07 03:05 am (UTC)(link)
OOC
Name: Jester
Contact:
→ DW: [personal profile] imitational (I don't use my personal much.)
→ AIM: potionbottles
→ Plurk: [plurk.com profile] blindfolds
Do you play anyone in Myth Making?: NPCs Nope!

IC
Name: Riku Replica
Canon: Kingdom Hearts
Canon Point: Post-Chain of Memories, after he fades to darkness.
Age: Appears roughly 15. In reality he's existed for a matter of days. The life of a clone.

Personality:
"I'm me, he says. Must be nice being real. A fake like me could never get away with saying that."

If you asked the replica to tell you about himself, the first thing he would tell you is that he isn't real. Oh, he's as physically real as you and I. He exists as anything does that isn't imaginary, he can be touched and felt, and he can do the same. He can sleep, eat, bleed, and be hurt, very easily. He has free will and can think for himself better than some people ever do, and he can also be manipulated as well as any person. But he's an imitation of someone that already existed long before he was ever even thought of.

The replica began his existence as an experiment, a collection of data from a boy named Riku. Essentially, he's a clone, but in canon he's referred to as a "replica". A scientist named Vexen gathered the data from Riku himself (through battle, as it goes) and created an artificial being meant to challenge and test the original, real Riku, hoping that they could manipulate him through this. Later on the replica was tinkered with further, his real memories rewritten and replaced with a corrupted, fake version of Riku's own, and turned into a tool for manipulation against Sora. It worked pretty well, but ultimately it was more trouble for Organization XIII than he was worth. Sora beat the replica in every fight, and used his classic, kind-hearted, "I'll keep going as long as I have to to make things right" nature to get to the replica, unaware that he wasn't the real Riku. After all, he was his best friend. Sora has always been willing to do just about anything to rescue Riku, especially from himself.

Unfortunately, the replica was having none of it. Already more aggressive than Riku himself at the time, and now having his memories replaced with a desperate promise to protect Naminé at all costs? Well, that didn't mix well with having his supposed best friend (who, his memories were telling him, didn't care about them at all) try to steal the show, in his eyes. So when he got the opportunity for a killing blow, he took it. He wasn't counting on Naminé to stop him and literally shatter his heart.

It didn't kill him, but it came close enough. His memories now are clearer -- he remembers and knows that he's a replica of Riku himself, and that his past and the promise with Naminé was never real. He still feels the need to protect her, however, and holds true to that during the final battle in Castle Oblivion, protecting her while Sora defeats the big bad.

Accepting the truth of his existence and status, the replica could have done off to do anything. He chose to do what he could to make his fate solid and become a real person. Unfortunately, he chose to do this by attempting to kill the real Riku and was defeated as a result, fading out of existence. In the end, even as he died, both Riku and his replica respectfully accepted the other for who they were.

Because he's based on all Riku ever was, his past, memories, habits and personality are all based on Riku's own, and they picked a terrible time for it. At the time of the replica's creation, Riku was just beginning his path to healing and becoming less of a walking bag of dicks arrogant, gullible prick. So a lot of his personality is based on who Riku used to be. Arrogant, self-centered, cocky, and overconfident to the point of being obnoxious. It isn't completely unfounded: Riku grew up believing himself to be the best, and it might have been encouraged, if not by his parents than by his friends. He was always the most skilled fighter, something everyone willingly admitted. No one could beat him, not even three-on-one. He was always looked at as a leader. We never really see him taking charge and leading, and he might not even be as good as we're expected to believe he is during that point in canon, but he certainly accepts the opportunity and responsibility with ease. He's responsible for most of the serious work toward leaving the islands, and ultimately it's his hardheaded quest to find a new and exciting path that sets the events of the first game in motion. He also turned into something of a jerk over the course of the game, possessed by darkness and manipulated by Disney villains against his best friend. Again, this was overall bad timing for someone to make a clone of him.
"As long as you're around, I'll never be more than a shadow!"

Other than those key (and frustrating) traits of Riku's, there are some distinct differences between how he was then and how the replica is. Unlike him, the replica lacks most sympathy and understanding toward other people, even after his memories are fixed. He absorbs (and essentially kills) Zexion without a thought, for the sake of power, and is willing to do it again. Before his defeat by Riku's hand, he was willing to kill him, too, just for the sake of feeling real. He doesn't hold that murderous jealousy or hate toward Riku anymore, but he could still easily kill an enemy without feeling any emotional regret, and would likely brutally murder members of Organization XIII if given the chance.

While both are skeptical of strangers, Riku's more likely to investigate and come to his conclusion later. The replica, however, is more likely to become distrustful and aggressive right off the bat. If given the opportunity, the replica could probably form attachments just as easily as any other person, but he doesn't hold his friends to the same value Riku does. Or, the memories of friends, even before his memories are fixed. Sora means very little even by the end of the game, and Kairi's existence is largely overshadowed by Naminé's. The other kids on the islands are nothing more than a passing thought. It's obvious he would treat his friends differently than Riku's later devotion (and avoidance), if just for lack of experience.

The replica also carries a massive inferiority complex. He acknowledges that, compared to everyone else, he's not real, and at one point admits he's not worthy of even being with them. But the actual issue is aimed almost entirely at Riku. He's the original, the real version to his fake, who he was made to be a shadow of. Sure, he can easily say he was made to be a better version, a more powerful version, but everything his existence is based off of was borrowed from him. Being defeated and dying knocked him down a peg, and it was well-needed -- he's accepted himself for who he is, and no longer feels the need to defeat Riku to exist. There may even be a cautious respect for Riku, though it's not something he would ever admit to. At the very least, he doesn't taunt him about being afraid of the dark anymore. All that being said, the replica still doesn't consider himself real, or his own person, and won't upon entrance to the game.
"So it's over. Death doesn't frighten me. Good riddance to a phony life. My heart was never real.
I'm sure even what I'm feeling now is probably all fake."
"What are you feeling?"
"What happens when a fake dies? One like me... Where will my heart go? Does it disappear?"
"It'll go somewhere. Maybe to the same place as mine."
"A faithful replica until the very end. That's... okay."

Naminé... Naminé deserves mention, even if it's short, because her existence and power over his memories have left a huge impact on the replica. He knows it was all fake. He knows they never had a real promise, no past together. Despite that, he doesn't bear any grudges against her for what she did, and blames Organization XIII for it completely. He's forgiven her, to put it simply. Even if that promise wasn't real, he's willing to uphold it, and would feel a need to protect her if he ever met her again.

History: Riku Replica at the Kingdom Hearts wiki.

Canon Abilities or Powers: Physically fit to near-perfection, the replica has extraordinary strength surpassing that of your average teenage boy, increased speed, and lightning fast reflexes to match. Made to be an exact copy of Riku (who himself has absurd strength and abilities for a boy his age) he compares perfectly. (This seems to be a running trend in the Kingdom Hearts series, at least for most central figures. Riku spends some of the first game toting around his comatose friend, for example. Larxene, a thin and even more agile woman likely in her mid- to late-twenties, easily picks up the replica, in armor, with one hand.) Riku's Replica is also entirely capable of combat without magic, and uses the same acrobatic and quick style of Riku himself. Basically this involves a lot of jumping, sword slashing, spinning, and rushing in attempts to overwhelm his opponent with combos. As an example from a Riku app I wrote:

"Riku is a phenomenal fighter. Supposedly, up until the events in Kingdom Hearts, when play-fighting against his friends he went mostly undefeated. Some of the kids on the islands mention fighting Riku three against one in their early teens, and still being bested by him. Obviously he is capable of being defeated, most often by Sora, but he's still recognized as the most skilled fighter his age. Physically, Riku is both strong and fast. His fighting style is a lot of show and a lot of quick, hard attacks. More often Riku will strike from above. If he doesn't have the element of surprise handy, he goes for combo attacks. Ultimately it's about overwhelming his opponent so they slip up and provide an opening for him to do some real damage."

Aside from his physical agility and strength, he is able to summon a weapon of his own out of thin air: Soul Eater, an exact replica of Riku's original weapon, made from the darkness of his heart and more powerful when used in combination with dark magic. Likewise, he's capable of summoning a suit of armor from pure darkness that guards almost his entire body.

Like Riku, and several villains, he possesses a powerful control over darkness. Not only is he capable of teleporting (or wandering through the Corridors of Darkness) at will, he's able to form darkness into physical blasts of energy. Because of his increased hostility toward enemies compared to the real Riku, and disregard for the danger involved, he is capable of utilizing it to a higher degree than Riku himself. In the game mechanics, this translates to him taking less cards (or pure magic) to perform the exact same spells and attacks. Also, to further emphasize his connection to darkness, he absorbs a defeated and weakened Zexion before he can fade out. (Basically, he ate him. This only gave him a temporary boost in power, however.)

Fairy Tale Role: The Shadow, from Hans Christian Andersen's The Shadow.
Fairy Tale Powers or Abilities: Nothing in particular as far as abilities go. He's really just losing his. However, because of his being an actual shadow, the Replica will appear shaded at all times, as though he's standing in a dark room even when in direct, bright sunlight. (Much like Riku appears in CoM's Halloween Town.) To go along with that, he won't cast a shadow of his own at all.

Personal Items: The clothes on his back.

First Person Sample:
I wake up in a town I've never seen before and the first thing someone calls me is shadow? Is this a joke? Has the Organization been here, too? How would they know if that wasn't the case? Why does it matter

[ The previous sentence is written angrily and hard, and then heavily scratched through so that it's almost illegible. ]

Ha ha. Very funny. Just caught myself in the lake. Whose bright idea was it to suck the color out? Let me guess. It's so I can really look like a shadow. So EVERYONE can know.

[ There's several more scratches. Who knows if they were words. ]

Guess I'm not dead after all. There's one bright side.

Third Person Sample:
The surface of the lake is still and clear, and the tower at the center reminds him of the high floors of Castle Oblivion in a way that almost comes across as antagonistic. Almost as if it's mocking him. But the tower isn't alive, and there's nothing particularly ominous about it, even with its closed doors. The locals say it never opens. They also say the lights never go out. He stopped asking after that. Who cares? If he really wanted to he could find out, but it's not worth it, wasting time on some old tower without even a sense of abandonment.

Funny how that works.

But nevermind the tower. He's standing at the edge of the lake, and that's what has his real focus. Hands in his pockets, shoes just inches from getting soaked, looking overall like he just bit into something foul. Something about the water and how calm it is makes him want to avoid it, but it's the closest thing to a mirror that he has right now, and he'd like to figure out what's going on. The last thing he remembers is something he thought was death, but now he's walking around in some bright and cheery village where people are calling him a shadow. Like that's anything new.

Still, he's never looked like this before. It's almost laughable, if you think about it, knowing what it all implies. Darkened, shaded, whatever you want to call it, it's like all his color's been dimmed down, like he's standing in the shade. Seeing himself like that, the locals of the village make sense. Maybe he really did die. Maybe that's what this is, and this is how he'll be from now on.

His heel meets with the water and sends it rippling, distorting his already flawed reflection as he turns away.

"I am not a shadow."
tuaslavenir: elements (Default)

Enjolras | Les Misérables | Not Reserved

[personal profile] tuaslavenir 2013-12-07 04:04 am (UTC)(link)
Name: Sarah
Contact:
→ DW: n/a
→ AIM: mereduchesne
→ Plurk: [plurk.com profile] mereduchesne
Do you play anyone in Myth Making?: n/a

IC
Name: Michel Ney Enjolras
Canon: Les Misérables (novel)
Canon Point: Shortly before his death on June 6, 1832.
Age: 26

Personality: Enjolras is a serious man, not given to pleasantries or small talk and almost entirely without a sense of irony - he recognizes sarcasm (usually), but it's not a part of his own vocabulary. He's unfailingly earnest. Focused to the point of single-mindedness, he tends to organize everything around his own beliefs about what's important, and that's a short list: duty, right, and progress. Revolution and the ultimate elevation of the human race are his only ideals and only priorities. He's willing to use almost any means, admirable or otherwise, to achieve those ends, and that devotion often makes him fall short in more mundane roles like friend, son, or neighbor. While he's charitable and caring in the abstract, in one-on-one interactions he tends not to give people benefit of the doubt, sometimes valuing their contributions to his causes over their individual virtues. His personality - independent, reserved, emotionally level - makes the implementation of his beliefs into his immediate personal life harder than it might be for someone better at connecting with individuals.

Still, the driving force behind his all-consuming dedication is love. It was the foundation of the religious devotion he learned as a child - which, despite his ultimate renunciation of the Church as an institution, never fully went away - and it expresses itself now as a deep love of his nation and his fellow man. And while he doesn't acquire friends quickly (and has none who aren't in some way politically active) he does have a few. The years he's shared with the other members of Les Amis have brought him close to many of them as people, not simply as tools or ideals. He doesn't have the best understanding of his own emotions, not at all given to introspection or articulating how he feels, but he knows his friends mean a great deal to him. He can seem to run hot and cold in that regard - his affections are as intense as all of his other expressions of loyalty and faith, but they're always subordinated to his one true cause. He can go from sweeping acts of interpersonal love to ruthless disregard for the feelings of others as soon as they come into conflict with his designs.

Like any man, he has his pleasures and his private moments, his incongruities: his sweet tooth is formidable, he takes an almost childlike pleasure in his favorite meal, he's willing to go to almost embarrassing lengths to keep himself warmer than most people would find comfortable. He also retains some lingering guilty inclinations - for instance, he still has strong emotional responses to many aspects of the Catholic tradition. Because it seems inappropriate and often irrelevant, he very rarely shares these parts of himself with others. When he does, though, he finds it pleasurable in a way that hints at a kind of intimacy he doesn't make much place for in his life - which feels, to him, almost taboo.

Like his love, his disdain is more often abstract than personal, but people can certainly be forgiven for taking it personally - it's on the icy side, and doesn't come with a light touch. He's quick to become irritable when taken away from the things he feels are important, and while in every other aspect of his life he's absolutely sincere, the one thread of disingenuity that can sneak into his personality is spite. He can lash out powerfully and with great calculation, and in his wrath he doesn't hold back from using everything at his disposal, even if he ought to know it isn't fair or even really what he means. He often feels badly later, but since his apologies seem to come from a sense of moral obligation rather than from genuine emotion they're rarely enough.

For a man so thoroughly invested in the future, Enjolras is remarkably tethered to the past. His respect for institutions of filial piety and of republic are in some ways at odds with his dedication to progress; if you're looking for a paradigm shift, you won't find it here. He's not an innovator, and in many ways is hampered by his insistence on sticking to models he knows and values. His ideals are rooted just as much in what has been as in what can be, which lends him a certain concrete practicality, and also a single-mindedness that exists in dissonance with his expansive view of humanity and the future. He's at once rigid and free, and it's a contradiction that really doesn't serve him well.

History: Enjolras; Les Misérables; and, for historical reference, The Bourbon Restoration, the The July Revolution, the first two years, give or take, of the July Monarchy, and the June Rebellion. The novel doesn't touch on Enjolras' early history, so I've added the following.

Enjolras was born in 1806 near Toulouse to wealthy, middle class parents who were staunch supporters of Napoleon - and was named (much to his later chagrin) after one of the Emperor’s most well-liked officers, Maréchal Michel Ney, who was at that time something of a popular hero. One of his most vivid childhood memories is the discord surrounding the departure of the Imperial army and the arrival of the British, and his parents’ heated and apparently unpopular opinions on the matter. In a city full of rejoicing royalists, he had his first taste of political conflict.

He was raised to revere and was largely educated by the Church - another conflict of conscience, given his household’s politics - mostly at his mother’s insistence, but with his father’s not-too-unenthusiastic consent. His was a traditional family, at the end of the day, and he was well-suited to that - and, at first, to the religious atmosphere and its emphasis on faith, on discipline, and on revelation. He was a serious boy and grew into a serious, respectful, unfailingly well-behaved adolescent. He developed incipient politics and morals of his own under the influence of a Jesuit tutor and an elderly man, one of his father’s friends and mentors who had served in the Assembly and retired back to his family’s farm at the end of the century.

Despite the fact that his entire family was highly opinionated, articulate, and fond of discussion, he never really had a confrontation with his parents on the subject of politics - certainly never with his mother. He knew he would make his difference somewhere that wasn’t the home, and so preserved his domestic life as the peaceful, hierarchical place he believed it was supposed to be. For all his dedication to progress, there are plenty of boats he’s never been interested in rocking, and it never really occurred to him to try to reshape the dynamics of the family unit. After briefly considering entering the priesthood, he was dissuaded by his mother, and ultimately his opinions on the Church as an institution (if not on religion entirely) came to resemble those of his revolutionary predecessors. Instead, he entered the law school at the Sorbonne when he came of age.

Paris was a pilgrimage of sorts; and then it was much more. Between legal education and his intensely personal, devout study of and connection to the history he understood to be a living part of him and a great responsibility, he found his place and his calling. Through his classmates, their friends, charitable connections, and overtly political organizations, he began refining his own beliefs, which became a bit more radical without the softening environment he’d had in Toulouse. He soon found a steady group for whom he held both affection and admiration, and with them began what had always been his life’s work.
tuaslavenir: elements (Default)

Re: Enjolras | Les Misérables | Not Reserved

[personal profile] tuaslavenir 2013-12-07 04:04 am (UTC)(link)
Canon Abilities or Powers: A natural aptitude for leadership and some tactical abilities that have never been formally developed.

Fairy Tale Role: Orestes; Greek Mythology.
Fairy Tale Powers or Abilities: Nothing useful, aside from the physical perfection attributed to most Greek heroes and some ability to interpret dreams. He leaves tracks of blood behind him which are visible to those who seek him (canonically only visible to the Eumenides, but I'd expand it to everyone here). His most defining quality is that he's haunted constantly by impossible decisions - damned if he does and damned if he doesn't - which actually aren't impossible at all, and might be rather obvious to anyone not bound as he is to such overly strict and literal interpretations of laws and moral codes. I'd like to shift Enjolras into his new role by chipping away at his present confidence in the propriety/necessity of violence - dealing him out some Oresteian consequences for his decision and seeding a little doubt and regret in him he's never before had to deal with.

Personal Items: A copy of Saint-Simon's Nouveau Christianisme; a Bible; a bloodied red banner smelling strongly of gunpowder.

First Person Sample:

I thought at first this must be death; there seemed to be no other place I could have gone. I see now it can't be. I'd be in more familiar company. Or - I'll not flatter myself - alone, and punished far more severely. Whatever death is, I can't believe it would be quite so cryptic. There would be no point.

I don't know who will read this. I have nothing to say on my own behalf. My reputation is worth very little to me. One can hardly embark upon the overthrow of a tyrannical government without expecting to be slandered. There are many names and accusations I'd embrace whole-heartedly.

But never - never - have I been called something quite so vile as a prince.

And so, as a citizen of the world, I lodge my objection.

Third Person Sample:

The fire was smoking - one of the many small inconveniences of the Musain - but Enjolras hardly noticed. The heat was very welcome against the snapping cold outside, the smell was inoffensive, and the sting in his eyes could hardly compete with the energy pushing through him like a second pulse - pushing through the entire back room, in fact, although now it was somewhat less populated than it had been an hour ago. His announcement, delivered earlier in the evening, that their friends at Aix, at Toulon, at the convergence of all those strategic points in the south not only stood with them but had begun stashing not inconsiderable armories along the road to Paris had been received with the enthusiasm it deserved. They were a long way off from a nation-wide uprising, of course; and it would be weeks, perhaps months, before the necessary arms reached the city. But it was a step, a very concrete step, the sort of movement that made one glance toward the horizon. And these days, when sometimes it seemed there could be nothing to look forward to but winter, it was good to be shaken. To cast off that lazy warmth and be reminded that soon something would be burning.

But now it was late; after a few hours of animated (he would never have said giddy) discussion of the development and its possibilities, the crowd had thinned to three or four stragglers, all of whom, at least after Combeferre had finally departed, appeared to have their own business to attend to. Enjolras paid no attention to them, least of all to that perrennial straggler who might as well have been a fixture of the café. He busied himself in writing letters (so much news to spread, so many oblique terms to put it in) because, to be perfectly honest, it was more appealing than walking home in this weather, and he could write here just as well as there. He didn’t live close by - across the river and some distance away - and even though the company was dwindling, even though there was nothing inherently appealing about this place, all the same he found he wanted to stay. It was a rare moment of what might have been sentimentality; a desire to preserve the fervor that would fade slightly once everyone had left.

And then he spilled his ink, which, perhaps, served him right. He sacrificed his handkerchief to sop up the mess, turned his attention back to his (mostly unstained) letter, and left the fabric soaking at the corner of the table as though that was simply where it belonged.
ran: (Default)

Grantaire | Les Misérables | Unreserved

[personal profile] ran 2013-12-07 04:32 am (UTC)(link)
OOC
Name: Ran
Contact:
→ DW: [personal profile] ran
→ Plurk: faildere
Do you play anyone in Myth Making?: nope

IC
Name: Grantaire (surname)
Canon: Les Misérables (novel)
Canon Point: June 6th, 1832; post-death
Age: ~29
ran: (Default)

Grantaire | Les Misérables | Unreserved

[personal profile] ran 2013-12-07 04:36 am (UTC)(link)
Personality:

Grantaire is a man of contradiction, or rather a man who will claim one thing and do the other. He is a skeptic, yet he works hard to remain so; he disdains the idea of devotion, yet finds happiness in his group of friends; he claims to be in constant demand from women, yet is so homely that none want him. Most of what he says can never be taken at face value, so it is easier to understand his character from his actions rather than his words.

His skepticism is more than a dubious nature about the way of things. He has looked into many schools of thought, histories, and practices, and has found nothing that he can believe in or consider the truth. Much of this is due to his cynicism; he feels the main problem with everything is humanity. He thinks that humans, himself included, are ugly failures who are too selfish, power-hungry, unfaithful, what have you, to have anything good happen in the world. There can be no progress in society because of this, and so the idea of overthrowing a king to create an ideal world is laughable to him. Additionally, he can rarely see good qualities in people. To him, anything good borders on a fault, and he prefers to see the faults in people. All of this comes from a desire to avoid being let down when things inevitably end up poorly.

Grantaire's view of the world is outright depressing and so he does what he can to escape from it. The easiest way is, of course, alcohol and various other substances. His drinking is the most prominent, and it's clear he does it to forget the ugliness of life. Upon entering a wine-shop in the morning, he is automatically given two bottles of wine just for himself by the server. This can indicate his usual amount, but as his friends were beginning to arm up for a rebellion he later began to drink excessively to the point that he needed to be cut off. It is rare to see him when he is not drunk or drinking himself into that state, and though he is often troubled while sober, intoxication does not often help his outlook.

When he is drunk, Grantaire falls into quite an interesting state. Not only does he keep his opinions about the world, he is much louder about them. He does not send out quips, he creates entire speeches that are, more often than not, incredibly dramatic but intelligible. It is important to note that even while drunk he is capable of making historical and classical references in excess, showing that his mind is not horribly incapacitated. He is very indirect, disguising his complaints with metaphors and insults, and even distracting from the topic at hand in order to avoid whatever is going on. They are tangents upon tangents, and Grantaire is shown to be the type of person who can go on and on about any subject even without prior knowledge of it.

That is not to imply that he has a lack of knowledge by any means. Grantaire, in his tirades, tends to say that he is ignorant, or stupid, and then goes on to show otherwise. As has been stated, he can allude to a number of sources while drunk, but when trying to convince Enjolras to send him to the Barriere du Maine, he lists his qualifications. He has read up on political works and groups, memorized some of them, and understands their cause well enough. It is said by the narration that it is his skepticism that decays his intelligence (it is more that the idea of cynicism is looked down upon in the book; hence Grantaire), and makes it so that he does not subscribe to any one belief or cause. In a show of irony, it is said that he is one of the students to have learned the most in Paris--not through schooling, but through his wandering. He knows a great amount about the city through that, mostly the best places to enjoy himself.

It should be said that Grantaire is not entirely a depressive drunk. He has his hobbies, and is said to have at least participated in things like savate, dancing, and single-stick. Combined with his description as a "rover" it's obvious that he is fairly active outside of his persona at ABC meetings. His wandering, however, is further proof that he cannot settle into one idea, place, or belief. The only consistency he has is with the Friends of the ABC. In addition, he has a good sense of humor. He is often sarcastic in what he says, generally ironic, and never passes up a chance for a pun; so much so that he made a rebus of his own name and will call himself (Grand) R. He is often melodramatic when he speaks, even complaining that he hates humanity after having a bad oyster. He is described as a libertine and therefore finds very little shame in his actions and has rather poor morals. In his playfulness, he is often insulting, to others or himself. He will say what is on his mind without much of a filter, but his friends seem to enjoy it.

At times, however, bits of truth can be found in his jokes. When speaking of Marius's love affair, he starts out very much mocking him, however he very quickly becomes poetic about love to the point where he seems genuine. In fact, despite Grantaire's staunch position against any sort of belief, he very much wants to be able to believe in something. The excessive cynicism in his speech when drunk is often a way of being contrary. He scorns loyalty, but is an incredibly loyal individual. His friends mean very much to him, as they are, in his mind, a rare sort of people who are genuine in their beliefs and convictions. The narration says that he finds his only happiness when he is around them, showing that he needs to be in the company of others to be satisfied. When they are going towards what he believes is their death, he drinks himself into unconsciousness so that he does not have to see his friends die.

In actuality, Grantaire does maintain belief. He cares for his friends because they are genuine in their cause, and so it is only right that the most absolute of their group attracts him. In fact, he "admired, loved, and venerated" Enjolras. Their relationship is complicated and full of metaphors, so in essence: Enjolras and Grantaire are complete opposites which is exactly why Grantaire is drawn to him. It is not because of what Enjolras preaches or his ideals, but because he believes so strongly in everything he says. Metaphorically, this means that Grantaire is "the other side" of Enjolras's existence which shows that he is, in a sense, incomplete. He is dependent on Enjolras, but is notably unaware of the effect Enjolras has on him.

Their relationship is compared to that of Orestes and Pylades, with Grantaire being an "unaccepted Pylades." This shows that although Enjolras rejects and disdains him, Grantaire is endlessly loyal to him, as well as the rest of their friends. There have been times where Grantaire tries to prove himself to Enjolras, but they end in failure because he becomes distracted and doesn't complete his task. Still, when he wakes to find Enjolras about to be shot, he chooses to die with him and manages to settle with a belief at the end of his life.

History:

Little is known of Grantaire's history before the events of the book, save for what he says himself in drunken rants. Said rants are not entirely truthful and often contradict each other, but for the purpose of extrapolation we can consider them vaguely truthful.

Grantaire's age is unstated save for him being the same age as Bossuet, who was at least twenty-five when introduced. Some French versions contain a timeline that states Bossuet was born in 1803, so I'll be using that as the year of his birth.

He was born in the south of France and moved to Paris at some point for schooling. He claimed to have never had any money, but he had enough for an apartment, university, and copious amounts of alcohol and gambling. He was not mentioned to be wealthy like some of the others, though, so it can be assumed he was not quite as well-off as them. He stated that his father always detested him for not understanding mathematics, and there is no mention made of his mother. Either he was setting up for a pun, or he was actually a student of the artist Antoine-Jean Gros. In any case, he went on to say he wasn't as fond of painting apples as stealing, and he seems to have no other connection to art so it is safe to say that it no longer lingers with him.

Though the purpose of Paris was for school, he spent less time with studies and more with wandering about the city. He is said to know of all the best restaurants and entertainment. Somehow he found out about the secret group, The Friends of the ABC. They were dedicated to elevating the people of France and rallying against the king, and Grantaire decided to stay with them. He found the wine-shop, Corinthe, that they subsequently met in and built the barricade near.

His time with them was spent as a disruption to whatever work they were doing, but they did not mind him coming because he had a good sense of humor. When another man is needed to go to the Barriere du Maine and convince the men there to align with their cause, Grantaire volunteered. Though Enjolras was dubious about giving him the job, he allowed it and Grantaire went on his way. Unfortunately, when Enjolras checked up on him, he found him playing dominoes instead of tempting them toward rebellion.

As time neared for the rebellion, Grantaire gradually began drinking more and more. Enjolras eventually demanded he leave, but he asked to stay until he died and passed out drunk on the table. He stayed there, sound asleep, throughout the entire rebellion despite guns and cannonballs firing around the building. It was only when a distinct silence was created by preparation for Enjolras's execution that he awoke, perfectly sober. Though the National Guard did not see him there, he announced his presence and went to stand beside Enjolras. He asked permission to die beside him, and it was granted.

Canon Abilities or Powers: A normal human with a liver of steel. He has quite a good memory, an extensive knowledge of history and literature, and can talk non-stop for about four pages.

Fairy Tale Role: Pylades; Greek Myth. (The Libation-Bearers/Iphigenia in Tauris)
Fairy Tale Powers or Abilities: Nothing much! Grantaire will gain a better ability to protect others and can tend to spells of madness as Pylades did for Orestes. Specifically, he will gain the ability to be a calming presence, unintentionally and on a very low-scale for those around him, but particularly with the role of "Orestes." (Previously discussed with the Enjolras applicant!)

Personal Items:

1 full bottle of wine.
1 set of packaged dominoes.

First Person Sample:

Being a sort of cosmopolitan man as I am, I set out to explore this land's culture. The first priority of a traveler should always be to examine the local public houses. [ Later known, of course, as pubs. ] The taverns of Spain, for example, offer a variety of women. A trait a man cannot rightly scoff at, if only their tittering did not come out as guffaws. Obviously, I have not traversed Spanish lands since.

This is no Spain, and so I had a particular stride as I went to these taverns. Would you believe what occurred? I was sampling a particular drink when I heard whispers in the corner. Now, I did my duty and listened in, for why else was I given ears? What would you know, I was greeted with "Pylades"-this, "Pylades"-that, and what they said of dear Electra!

I can assure you that I will only return in the earliest of mornings for a taste of wine.

[ Signed: ] R.

Third Person Sample: A thread!
springlamb: (seven little buds)

✒ ACCEPTED

[personal profile] springlamb 2013-12-07 05:39 am (UTC)(link)
Congratulations and welcome to Myth Making! Your role is sealed and your true destiny awaits. The current season is Autumn, and your character will awaken in the city of Märchenstraße with their book and quill. Your personal tag is kingdom hearts: riku replica. Please use this tag when you post a journal entry or log, and when you tag into someone else's.

Now that you're accepted, please do the following:
Join [community profile] mythmaking, [community profile] mythmakingooc, and [community profile] mythlogs.
Optionally join [community profile] mythmemes!
Fill out the form on our taken characters page.
Introduce yourself on our OOC community!

Your character will awaken when the the game officially opens on December 8th, when an opening post will be posted to [community profile] mythmaking.




...now go judge the apps we already read you NERD.

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