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Name: Ryan Personal Journal:endless_sorcerer Contact Info:Plurk Other Characters Played: n/a Preferred Housing: n/a
Character Name: Tohru Adachi Character Series: Persona 4 Character Age: 27 Background:Adachi's wiki entry at the SMT Wiki
Personality: There's two sides to every story, and one might even go as far as to say there's two sides to every man. For a certain detective, that is certainly the case. For the most part of his public appearances around strangers, co-workers and friends alike, Adachi comes off as a rather clumsy but well intentioned sort of fellow. He seems pretty awkward, but tries to be friendly with others. He's also the type that seems to try to jump in on conversations he really knows nothing about to add in his silly two cents, and more often than not makes a fool of himself. He might screw things up every now and then at work and get yelled at for it, but it honestly seems like he's always doing his best.
But we said two sides, didn't we? Would you ever guess that this clumsy detective was actually a pretty pissed off guy with a handful of issues? He seems like such an average guy, after all. But that's just the thing. He finds his life boring. He can just never seem to get a break, you know? Most girls aren't interested in him, those that are usually break up with him soon after because of "his personality". It's gotten to the point where he kind of has a grudge against women. And his job? It's pretty much a joke. He's supposed to be a detective, but he's mostly stuck being a gopher to his superior. Not exactly the most fun thing in the world.
Then again, it's not as if Inaba is a particularly busy town. It's pretty small and is only home to a handful of people. You can just imagine how boring it gets working at the precinct. You can also imagine just how bored of wasting away in some forgotten relic of the past he is. He would pretty much take anything interesting given to him by this point. Which is why when he discovers he has a certain ability? He decides to use it purely for his own entertainment, even dragging some poor guy who didn't know any better into the mess and leading a bunch of teenagers on a wild hunt for a mysterious killer.
But for all of his complaining, all of his ranting about how the world is a horrible place, there's really only one underlying truth. Everything that has ever happened to him is his own fault. If he hadn't of messed up at the previous Department he worked at, he wouldn't have been sent off to Inaba. He wouldn't have gained the ability to push people into the TV world, nor would he have become a killer. It makes you wonder if he knew what he was doing all along. Maybe he actually believed he deserved all of this. That's why in the end, he decides to take full responsibility for all the murders that occurred in Inaba.
Abilities: So there's these crazy things called Personas, which are sort of physical manifestations of your inner self or some other weird stuff like that. They pretty much like summons in your typical JRPG, just... they are part of yourself. Yeah, that sounds weird. But that's just how it is!
Adachi got himself Magatsu Izanagi, which is a pretty corrupted looking form of the Izanagi the MC of the game has. It has a variety of abilities, some of which may actually be useful in Mayfield, and others... not so much. I'll be going with the skills he has in P4 Golden just to have... less of a huge list.
Atom Smasher - Inflicts moderate amount of Physical damage with a chance of Fear on all enemies. Maziodyne - Inflicts a large amount of Electrical damage on all enemies. Ghastly Wail - Instantly kills all targets who are suffering from the Fear ailment. (yeah that's pretty god mody sounding so if it's even acceptable i'll only use it with consent from a mun or on drones or something.) Magarudyne - Inflicts a huge amount of Wind damage on all enemies. Vorpal Blade - Inflicts a large amount of Physical damage on all enemies.
And for the sake of not having him too powerful upon regaining his persona, he'd only get one ability with it, then have to regain the rest one by one.
Sample Entry: [ It's Grocery day! Which... would normally be the job of the wife, but considering Adachi's is... kind of not all there, he's not about to let her pick what he eats, damn it! Especially now that he actually can afford decent food. This may be the only advantage of the 1950s. ]
Y'know, I can't really see why people are complaining about this place. I mean, yeah sure, it sucks being stuck in some shitty town with nothing to do, but at least I don't have to eat ramen every night.
[ Of course, a proper motherly drone will overhear him and give him an earful. About how great Mayfield is, how he should watch his language since there are children around. You know, the usual. Adachi isn't really paying attention. ]
Yeah, yeah. Sorry. Won't happen again Miss Stevens. Man, I wonder how many cabbages I can fit into the cart?
Name: Ket Personal Journal:beautiful_dreamer Contact Info: AIM is daikaitoufreyr | Plurk is flutterpony Other Characters Played: Mindy ghostlygames Mom Lalonde pinkscarflady Tohru Honda lets_stay_together Preferred Housing: 1670 Nelson Street (permissions acquired)
Personality: When people first meet Senri, the impression they tend to get is is a very serious, stoic young man. It's a partially correct assumption. It is almost impossible to tell what Senri is thinking and his face rarely betrays much expression. He rarely looses his composure in a crisis, and isn't prone to any extreme emotional reaction. It has been suggested that he keeps his emotions in check to better control his anima, but Senri has neither confirmed nor denied this suspicion. This image is aided by the fact that Senri is generally very quiet, speaking only when necessary. Cooro and the others usually have to prompt responses out of him. Although he has no real problem answering question or giving opinions if you ask for them. Expect honesty though, because it really wouldn't occur to him to lie.
But despite first impressions, Senri actually is pretty emotional. The problem is that he doesn't display his emotions the way most people do. The clues are more subtle. He is an extremely kind and gentle person, and often goes out of his way to help others. When he saw Pinion running away from the researchers, he didn't hesitate to come to the child's aid. And at the time, he was unaware that the boy he'd saved was Rose's brother. He also has a strong protective streak, and was willing to stay in the field at Abon village for months just to defend their crops from a gang that wanted to mine for gold. And he never expects to get anything in return. He helps people because he can. He's very loyal to the people he cares about. He was willing to fight for Crystala after years of separation and with no concern for who her opponents were. If Crystala didn't like them, then they were bad. Simple as that.
Senri is also quite naive, and will generally accept what he is told at face value. His tendency to just go along with whatever he's told makes him very easy to trick. Nana often expresses concern about leaving Senri on his own, since she believes that bad people will take advantage of him. This is probably a wise concern. Especially because Senri is disturbingly obedient. Unless he actively dislikes someone, (like Igneous) he will generally just do whatever they tell him to. In fact, he rarely worries about the moral implications of what he's doing. When Penelope ran away from home, he still helped her to evade concerned relatives. And he'll frequently take the side of anyone who has been nice to him and defend them, not really caring who is at fault.
Another common misconception about Senri is that he's stupid. This is not true. He's uneducated and illiterate, but actually has learned a number of useful skills. And he can be taught new things by a patient teacher. He is a little slow on the uptake, but that has a lot more to do with the severe psychological trauma he's been dealing with for most of his life. His father, also a bear +Anima, lost his humanity after fighting with a deranged bear. He tried to kill Senri, who then received an anima that was a combination of both his father's and the now deceased man eating bear. Senri killed his father with this power. He was eight years old at the time. Leaving Senri with a massive amount of guilt and a tainted anima. The only way he could deal with the pain was to forget everything. Even his ability to create new memories was damaged. When his tribe was attacked and destroyed after that, he was sold into slavery. The woman who bought him, Crystala, was smart enough to come up with a solution to his memory problems. She gave him a book, and told him that as long as he kept a physical reminder in there, he would remember the important things. This is fairly significant because it's success suggests that Senri's problems are not physical in nature. He can remember things, he just thinks he can't. She does the same thing when she discovers how close he is to losing himself in his anima. She tells him that his eye patch will help him retain his humanity. This also works, to a certain extent. Although Senri does exhibit certain feral behaviors. Growling when he's angry and licking people's wounds are the most obvious of these.
Abilities: Senri was raised in a tribe of mountain dwelling natives. This has afforded him a number of useful skills. First, he can easily survive in the wilderness. Finding shelter, food, etc. He knows how to cook and make simple tools. He's also quite good at carving wood into intricate shapes. He does know how to fight. Pretty well, in fact. But it's important to note that he fights with the ferocity and cunning of an animal, rather than the trained precision of a professional fighter. And of course there's his anima. Because in his world, some people are granted powers by animal spirits. In Senri's case, the spirit of a bear saved his life when he was only a child and facing his possessed and deranged Father in combat. So now Senri is part bear. This makes him stronger, tougher, and grants him better physical senses. It also allows him to transform his arm into a bear's claw. When not in use, his anima appears as a tattoo that runs the length of Senri's right arm. The downside is that Senri's anima is tainted with the madness of a deranged man eating bear. This, combined with his peculiar blend of psychological damage, results in Senri being more feral than most +Anima. And, under the right kinds of emotional stress, Senri can lose control and undergo a dangerous full body transformation. In this state, he has no recognition of friend or foe and just attacks everyone. And speaking of psychological damage, there are two items that Senri always carries on his person. Both were given to him by Crystala, who bought him at a slave market when he was a child. First is an eye patch made from a belt that he had worn in mourning for his father. She told him it would help him keep his humanity. And it has. As long as he wears it over his blind eye, the mad bear's spirit won't gain control of him. The second is a book. Senri's mental damage was so severe that it was interfering with his ability to create and retain memories. When Crystala figured out what was wrong, she gave Senri a book. The text in the book is unimportant, as Senri can't read anyway. But Crystala told him that if he put a keepsake in the book to remind him of things, he wouldn't forget. She added a flower to represent herself, And after that, he always remembered her. He adds something to the book every time he meets someone new. If he looses the book, his memories go with it. You can imagine how much that sucks...
Sample Entry: (It's hard to write samples for characters who don't talk much. So here's a testrun and an intro. Hopefully between the two there's enough to get the idea.) Testrun- http://community.livejournal.com/testrun_box/134194.html
[Senri has woken up in a strange bed, in a strange house, wearing strange clothes. But that's not really a problem in and of itself. No, the problem is that he's pretty sure he was with three other people last night. Friends of his. And they were traveling.... somewhere.
He gets out of the bed and looks around. He's also pretty sure he couldn't see out of both eyes yesterday. His eye patch is gone. And.... his eye is.... back? Maybe that's why the bear hasn't taken control yet. He looks at his arm. His anima is gone.....
The first stabs of panic begin to race through his heart. But its okay, the book will explain everything. He's used to forgetting things. Even important things. As long as he has.....]
Book!
[His heart freezes. The book is gone too. So now he's tearing the room apart in a complete panic. Because he has to find that book. Without it, he has nothing... When he doesn't find it in his room, he begins searching the rest of the house.]
Where....?
[It will be a long time before he finally gives up in despair.]
Note: I actually played him in Mayfield about a year ago, so you can check out his old journal for additional samples. 1stonthreatdown
As a second side note I'd like for him to keep his regains and memories from the last time if possible. Having his book from the get go will make getting cr soo much easier this time. ^^;
As a country of eternal sunshine and good spirit, Spain is a warm hearted and cheerful character. Spain is the nation of passion and it works in two ways. In one sense, he is incredibly loving and cares greatly for his loved ones. He is willing to go to great ends to show it and won't hesitate to have a Spanish bull charge into another person's home if he thinks someone he cares for is in danger. Not only will he break down the door, he'll also give the offender a very stern scolding on what is right and wrong. You see, Spain always tries to be diplomatic. . . after he charges in at full force and breaks a few things. He doesn't expect anyone to listen to him (perhaps its because he's always been disregarded as a fool) so he is always surprised when people do. If people aren't willing to listen, he won't think twice about attacking even if he knows he can't win. He doesn't think twice about his actions and there are times when it comes to hit him in the face full force. To save South Italy, he'll take on the Ottoman Empire! What do you mean there's no money in his wallet? To show that devil, England, the error of his ways, he'll send his entire armada to invade! Wait. . . what do you mean a storm is coming?! Many people consider Spain foolish but if you were to call him that, he would only laugh and say he is burning with passion through and through.
Spain is unable to read situations and it makes him very easy to take advantage of. However! Spain is not completely hopeless. You see, there's a difference between being oblivious and being stupid so Romano, please don't lie and tell him the squirrel wet your bed. On the occasion Spain is actually right about something, chances are, he followed a gut instinct instead of thinking things through. When he sees France creeping on South Italy, he senses something is off and follows him to find out that France is out to claim his territory.
Nothing changes the fact that Spain, as a character, is foolish. There are times when he will say things that are particularly cruel and not realize he's hurt someone's feelings. This is shown when he considers trading South Italy for his brother. After the harm has been done, Spain will normally figure out his mistake after the fact and try to fix it.
Despite Spain's cheerful personality, there are times when he is shown to be an absolutely miserable character. When his economy fails, he shows that he can become over dramatic. When he catches a cold, he thinks he's going to die. The same strip also shows that he Spain can hold a grudge. In the strip, he proclaims with (what he thinks is) his dying breath that he wishes he could give England one, last hit.
Once upon a time, Spain was a powerful empire and he had the imperial ego to go along with it. He blindly followed a man named Christopher Columbus across the Atlantic and accidentally discovered the Caribbean while looking for India. It's cool though, he called everyone that lived there Indians anyways. When he returned to Europe with valuables from the New World, he showed the other nations that a little optimism goes a long ways when you trust in unbelievable Italians. It is mentioned in Himaruya's notes that Spain treated all of his colonies rather poorly and spoiled South Italy during this time.
During this time, he became rivals with a certain rock in the sea by the name of England which resulted in his precious armada sinking into the sea. Spain has never forgiven England. Spain also dislikes America after the events of the Spanish-American War and will kick and try to bring America down whenever he can.
Abilities: As the physical representation of a nation, Spain is not human and he has a few cool abilities that come along with that. Spain is near immortal, living longer and aging slower than the average human. He is also stronger in the sense that in order to do last damage, you would have to do something to his country or people. Whenever his economy goes down, he gets a cold. Otherwise, he's really very normal and practically human in a lot of aspects.
Name: Ena Personal Journal:ena Contact Info: AIM: luthienabler Other Characters Played: Cain Knightlord, Alphonse Elric Preferred Housing: N/A - But please some player characters in the house?
Character Name: Madeline Rivers Character Age: 37 Background: For ease of keeping this ordered and making sense, I'm going to split this section into the world background first and then Madeline's personal background.
World Background: Madeline is from Earth, plain and simple, though things have changed a little since 2012. In the year 2036 a group of research scientists in Belgium were doing research into the common cold and how it was able to mutate so quickly and effectively, making a vaccine near impossible. What the mistake actually had been was never quite discovered, only that one of the four scientists working on the project began to get sick. It started in the same way as a normal cold virus - shaking, sweating and a bad case of a blocked nose. But after four days, she began to complain about things crawling over her skin, and on day six she committed suicide after raving about hallucinogenic monsters that left her nearly incoherent with terror.
Nobody suspected that it had anything to do with the research she had been involved with, she made the news simply as a brilliant mind who had tragically snapped under the strain, and the whole thing was promptly forgotten about. That was until her three coworkers started exhibiting symptoms, then their families and-- well, by the time it was labelled as a pandemic, it had spread too far and fast to contain. It proved just as resistant to vaccines as its much less lethal counterpart, mutating at a terrifying rate and spreading like wildfire.
Newspaper headlines that had started as satirical jibes about the 'Zombie Virus', likening the incident to something that might have happened in a B-movie, quickly turned into scaremongering, and then just scared. People began to become paranoid about the disease spreading, hospitals all over the world were inundated by hysterical patients who believed they had caught the virus. People began to talk about rash action, about cordoning off Belgium from the surrounding countries until a solution could be worked out. Belgium, naturally, fought back against this idea. The healthy occupants began to panic, thinking they would be shut in with the diseased ones to die, and began to flee the country.
Unfortunately, one of the infected people also fled, making his way to England where he started the spread of the virus there. Panic does not make a good bedfellow for rational decisions, and murmurs began to start that the Belgians had done this on purpose in some act of aggression. Talk of war began to grow like weeds, as people started to justify what would be terrible actions to themselves, all because of their own fear. In the end it was England that struck the first blow of a war that raged nearly twenty years, decimating pretty much the whole world.
When all was said and done, the world was ruined. Capitals had been laid to waste, countless millions had died, and 'civilisation' had come to a screeching halt - not to mention there was still the ever-present threat of the disease, still not fully wiped out even after nearly everything else had been scoured from the face of the earth. The remaining people retreated to pocket towns and villages, cut themselves off from travel and became largely self-sufficient. Most the settlements were built on the edge of the ocean so as to allow for fishing and sending a body out to sea became thought of as a 'safe' way to dispose of the dead.
Much of the major technology that had been taken for granted in the past (computers and telephones being the major ones) became relics of a history that didn't have much relevance now. Electricity remained in certain locations, though it was mostly powered by wind turbines. Things such a batteries, torches, knives and guns became extremely valuable and could be traded for other goods. Fishing, farming, building and medicine became the predominant careers, and all could be held by both men and women equally. Each settlement preferred to keep itself completely self-contained, and 99.99% of people would be born, live and die in the same settlement.
Even within the settlements, once war had been gone for years, life was far from peaceful. People were inclined to be paranoid and distrusting, any signs of sickness were treated with severity and very little mercy. Crimes were often punished in a barbaric way and there was little in the way of law enforcement. Each settlement governed itself, often choosing someone who acted akin to a Mayor, who dealt with minor disputes. Famine and drought became large problems, and livestock had to be treated with the best of care to ensure healthy offspring and enough meat to go around. Parents often decided they didn't have enough money to feed a child and so abandoned it, these children often perished as very few people were willing to take in an extra mouth to feed.
Personal Background: Madeline was born in 2250, over two hundred years after the initial outbreak of the disease had decimated the world, in a settlement on the coast of Scotland called Stony Beach. She was one of four children, the oldest and only girl. She had a fairly unremarkable upbringing - her father was a fisherman and her mother tended livestock, primary cows, and her family was lucky enough to never go too short on food.
When she was six years old, her father brought home a baby boy he had found abandoned at the shore, and her parents decided to take it in and raise it as their own. They, like a few of their friends, believed that the key to rebuilding the world wasn't in developing new technology or procreating - but on taking care of the children already born, and to raise more workers that were strong and healthy that could help bring in more food and prosperity to the family.
She was unaware until a little older just how odd this viewpoint was, and during her teenage years she argued a lot with her parents about how foolish their behaviour was. By this time they had taken in another two boys to their family, and this frustrated Madeline a great deal. She only saw them eating all the food brought in and taking up the space, too young to really help out yet, and she couldn't understand why her parents would give up such precious commodities in the hope that maybe one day her 'brothers' would help contribute to the family.
During her upbringing, both her parents taught her their craft as well as various survival skills - such as trapping smaller animals, repairing the home, treating wounds and infections, and basic necessities like cooking. She took to the tasks well, she had a naturally patient disposition and so had no trouble methodically practising a task over and over until she had learnt it. She was never particularly gifted in anything, though she grew competent at most of the aforementioned skills just via experience.
At age seventeen she married a boy called Daniel, who had grown up in the house next door to hers. They set up a home where they operated a fishing boat together. At nineteen she gave birth to her first daughter, followed by a son when she was twenty one. Unfortunately, shortly after the birth of their son, Daniel was killed at sea. He had lost control of the boat when a heavy wind had picked up, and the ship had wrecked against the cliffs.
Unable to go out fishing or to work in the fields herself as her two children were too young to be left alone, Madeline quickly began to run out of food. People she had bartered with for goods refused to help with hand outs because of needing the goods themselves. It was only her parents, now on a larger plot of land because of their three sons now all of adult age and working to help bring in more food, that took her back in. Significantly humbled from her earlier opinions that her parents were fools, she couldn't help but realise that only their genorisity of taking in the orphaned babies had helped provide a home that she could raise her own children in.
Embracing her parents' views finally, she began to teach the same values to her two children. And then to her nieces and nephews when they started to be born, and finally to the orphaned children she began to take in herself. Sixteen years on and she is still taking in children when they are in need. Her two natural children are in their teens now, though she currently has six more between 4 months and 10 years of age. She lives quite a quiet life now, she teaches her children the way that her parents taught her. Her home, which she still shares with her parents and one of her brothers, is mostly prosperous.
Personality: Madeline is practically the personification of patience and calm, very rarely flustered and able to take most things in her stride. She is methodical, very rarely abandoning a task until it's completed. Even though she isn't the most gifted at what she does, she works hard and usually ends up doing a good job through persistance.
She holds a great deal shame and guilt inside for how she acted as a teenager, especially when it became clear to her how wrong she had been, and prefers to pretend she had never behaved that way. As a consequence, she can get a little overzealous in defending her views now and trying to convince others that the life's philosophy she lives by is clearly the right one. In some irrational way, she still semi-blames herself for Daniel's death, believing that if she had not been so insistent in starting a brand new home with her husband and had instead set up home with her family, he would have had company on the ship that day and not been killed.
However, she keeps these thoughts to herself and is quite private when it comes to her feelings and troubles. Preferring to work them out herself, even when she might get better results by leaning on someone else, is a remnant of her stubbornness that remains deeply ingrained. She is quite headstrong and confident, and she brings her children up with very set views on right and wrong. Luckily from the good and loving upbringing she received herself, and her change of heart when she was younger, those views are very much preaching tolerance and kindness to others, even when the majority view is 'out for yourself'.
She is a very loving woman who deeply cares for her family, and is quick to accept others into that same family. She loves being a mother, naturally nurturing, with her patience playing a big role in her ability to take care of so many children all at once. She will always try to help others if she can, even when it might be detrimental to herself or when her help might not be entirely welcome. This is partly from a genuine care, and partly stemming from that guilt over her past views and a desire to make up for them as best she can.
Even after sixteen years she still mourns Daniel, though she does so privately, preferring not to let others see her grief. She has no interest in looking for love again, and she is content with the life that she has now. She is generally a happy person, and even when she's not then she tries to cover it with a smile, always trying to see the glass as half full. This isn't always easy for her, she does sometimes still get doubts and moments of fear for the future, though she does her best to push them down.
She isn't particularly combat ready herself, though she can defend herself if necessary. Madeline won't hesitate to use force in defending her children or home, nor would condemn anyone else for doing the same. Even though she has taken on board her parents' beliefs as her own, she still has a few hang ups from her society. Strangers from outside the town are something to be wary of, and she is quite frightened of viral illnesses, though she is quite capable of dealing with wounds or injuries.
Abilities: No special abilities. She is capable with a knife in combat, is skilled at survival techniques and can treat anything up to broken bones with competence.
Sample Entry 1:[Phone; filtered to children]
[Madeline has been debating over using this contraption for a while, but having heard about all the children this town has taken... the decision was made for her. Her voice is gentle, with a very light Scottish brogue.]
It seems to me that this place tries to get us to forget where we've come from and who were important to us there, so it can make us believe we belong here. Well I know that's a load of rubbish, and not even a different home with a different 'mother and father' can make us forget where we come from.
You must all miss your families a lot, I know I do. But I thought maybe it might help to talk about it some, so they know they're still in your thoughts. If you want to talk, it doesn't have to be anything heavy, you can always come and knock on my door and I'll be glad to trade stories with you for as long as you want.
I know it can get scary here and we all miss the people back home, but the wonderful thing about families is that we can keep adding to them. All the people here you love, we can all be a family and help each other through this.
Sample Entry 2: [The snows always brought a measure of dread, even back home where they were extra careful to keep warm and dry. It was a season of sickness, it was the time when the danger was the most present and she was almost hyper-aware of that here.
She was still uncomfortable surrounded by strangers who could be carrying who-knew-what from whatever weird worlds they came from, and now that snow was falling... she was, honestly, petrified. But there were children in the house who relied on her and friends she had made who would worry if she panicked, so she was doing her best to keep it to herself.
Neverless, that morning when the snow was fresh-fallen, found Madeline walking to the houses of all the people that she knew and then the two schools. She had a scarf over her nose and mouth to ward against infection and, if anyone were paying good attention, they'd notice she never stepped too close to anyone's personal space. Yet despite this, her voice is cheery as she holds up her laden baskets to whoever she comes across.]
I've brought you a scarf and some gloves, here now... put them on, you don't want to catch sick in this cold now, do you?
Note: I wasn't sure it was relevant to the app, but a list of her many family members can be found here.
Name: Shrimp, if you please. Personal Journal:protoskank Contact Info: AIM: AvadaCadavre | Plurk: protoskank Other Characters Played: N/A Preferred Housing: I have spoken to Sapph and she’s okay with Remus being housed with Lily Evans.
Character Name: Remus Lupin (Moony) Character Series: Harry Potter Character Age: 17 (Marauder-era, taken mid-seventh year). Background:Remus on HP Wiki
Personality: Of the four Marauders, Remus tends to be the most sensible. Intelligent and fair-minded, he’s the voice of reason, or tries to be; he’s stated that it rarely -- if ever -- works when his friends are concerned. Even when he’s made a prefect in Gryffindor, it’s challenging for him to exercise any control over his friends. It could be owed to James and Sirius’ tendency to be the domineering personalities, but more than likely, it’s due to Remus’ complete inability to say no to them.
Remus is ever-eager to please his friends, sometimes to the point of desperation. Growing up with lycanthropy, he was instructed to keep to himself -- to keep his head down, to keep from potentially hurting anyone or passing his condition along -- so actually finding friends who accept him is something of a novelty. Particularly friends who accept that he is a werewolf, and taught themselves the animagus transformation simply to keep him company during the full moon. He’s terrified of losing that, and will rarely speak out against them, even if he disagrees morally with what they’re doing. James and Sirius’ constant bullying of Severus, for example, has always been something that Remus frowned upon, but has never even attempted to put a stop to it. (Though for the record, he later stated that he wished he had tried to put a stop to it. Fat lot of good that did them then.) Sirius later stated that Remus was occasionally able to make them feel bad about the bullying.
It could thus be argued that Remus was coerced into a good deal of the nonsense he and the Marauders got themselves into. But the fact remains that Remus has a rather stunning sense of humor, and has an uncanny ability to see the good in everyone. Even if he doesn’t precisely think up the pranks, he’s all too willing to go along with them, as long as no one’s being seriously injured. One of their grandest achievements during their Hogwarts years was the Marauders’ Map, a living diagram of the entire castle, complete with hidden passageways and the passwords required to access them. Authoring such a thing required a great deal of sneaking off in the middle of the night and careful trial-and-error, during all of which Remus was a participant.
In order to even achieve prefect status in Hogwarts, Remus had to have maintained good grades, though not quite so good to earn him the status of Head Boy (a position that was awarded James Potter in their final year). Clearly he is a studious and focused individual, though this is by necessity; he achieves this solely through hard work, rather than being a natural talent like his companions. His grades were probably negatively impacted by the sheer amount of classes he had to miss due to his illness around the time of the full moon. During a pensieve scene in book 5, Remus is absolutely glued to his books.
While Remus is generally self-conscious about his looks, that is not the reason he keeps potential romantic interests at arm’s-length. He’s terrified about passing on his condition, and has convinced himself that he is an unfit match for a woman simply because of fact that he refuses to have children. Though it’s not merely romantic relationships; Remus seems to have some difficulties letting many people close in a capacity beyond simple acquaintances, partly because he fears their reaction when and if they learn the truth about his condition. Regardless, he is polite, and once he lets someone close, he is loyal to a fault.
At times -- very, very rarely -- Remus can have an explosive temper. This will usually result in him snapping and then storming out for extended periods, simply to be alone with himself and think. This usually stems from overwhelming stress, though he has -- as with his temper tantrum in book 7 -- demonstrated that even if has to temporarily escape, he will always return to later rectify the situation.
Remus is also empathetic to a fault, and reads people rather well, or otherwise can guess at what a person is feeling. Being thusly fair-minded and observant, he was often the adult to whom Harry would turn for advice and support in the book series.
Overall, though Remus is generally reserved, he is nevertheless a good-natured fellow with a lovely sense of humor.
Abilities: Standard Harry Potter universe magic, magic is usually channelled through a wand, of which Remus’ is unknown as far as type and core. Remus has demonstrated proficiency in Defence Against the Dark Arts (of which he was later the Hogwarts professor), some nonverbal spells, duelling, Charms, Transfiguration, and broom flying.
Remus is also a werewolf. Every month during the full moon, he endures an incredibly painful transformation, which often leaves him relatively incapacitated for a few days before and after. When he is a wolf, he is violent and has no control over himself if he has not taken a Wolfsbane Potion that month, though he has stated that when he was in the company of Wormtail, Padfoot, and Prongs, he was more docile and practically tame.
Sample Entry: Right. Well. Lovely as Makeout Point was, don’t think I’ll be making a return journey any time soon. Poor drone bird was a bit knackered, I think. I knew there was a reason I didn’t date. At some point she lost consciousness, and I sort of... propped her up in the seat and walked my own self home.
Word to the wise, my friends: dating drone girls, safe and unassuming as they may seem, is an elephantine waste of time. Not that I imagine I’ll be getting another invitation at any point soon. ...one of the scars came back recently, just across my nose. If you see it, don’t be too alarmed. My natural state, I’m afraid. Before this place.
Well then. Pads, Lily? Shall we make a night of it?
Name: Raye Personal Journal:raye_nbow Contact Info: AIM: aizenlovesyou E-mail: aizenlovesyou@gmail.com Plurk: raye_nbow Other Characters Played: Niou Masaharu, Magnus Bane, Bella Kirkwood Preferred Housing: N/A
Character Name: Toothless Character Series: How to Train Your Dragon Character Age: Unknown; estimation is young, probably only a couple of years. Background:Wikia Personality: At a glance, Toothless looks like a fierce dragon. While this is true, to an extent, there’s a lot more to him than that.
Ever since the vikings started working alongside the dragons, Toothless has become a little more trusting towards humans. Even toward Stoick, who once captured and chained him. He isn’t as guarded, and he doesn’t feel like he has to be aggressive to keep himself safe. Now, he treats humans with a sort of curiosity, especially when they’re not vikings. The vikings, he’s gotten used to. But these other silly looking humans with funny names are interesting. Toothless is also very intelligent. Not to the point where he can talk or anything nifty like that, but he’s learned many things by mimicking Hiccup’s actions, and he can even understand what people say to him. He’s even been able to pick up on little things going on around him, like Hiccup’s crush on Astrid.
Toothless has a good sense of humor. He enjoys teasing people, never very seriously, but always in a friendly manner. He also has a wonderful sense of fun. Chasing moving lights, playing fetch, and having funny face contests are some of his favorite things to do. Right next to flying, of course. Despite his appearance, Toothless is actually a very friendly dragon. This is partly due to the patience and compassion Hiccup showed him when they met. When he isn’t feeling threatened, he’s fairly docile.
Above almost all else, Toothless is extremely loyal. Mostly towards Hiccup, but also towards Astrid and all of the people important to Hiccup. He’ll go to great lengths to keep them safe. When he senses Hiccup is in trouble in the movie, Toothless manages to claw his way out of the cove, a feat he’s never been able to accomplish on his own before. He has also covered Hiccup with his wings in order to protect him from an explosion. When Hiccup lost his leg, Toothless helped him walk with his new prosthetic one.
Toothless, while an amazing fighter and fiercely loyal toward his human, is mainly just a dragon who likes to have fun.
Abilities: Toothless is a dragon, specifically a Night Fury. Which means he can fly, has amazing agility and speed, and has explosive firepower. Once he regains the loss of his left tail wing, though, he won’t be able to fly on his own. He’ll only be able to fly with assistance from Hiccup. Sample Entry:Dear_Mun post A thread with Sora
Name: Chris Personal Journal:skylarleilore Contact Info: Plurk - christhehost Other Characters Played: Henry Mills, Jim Hawkins, Sora. Preferred Housing: none
Character Name: Crown Blanchard, Crow (Cr-ow) Character Age: 15 Background: Worlds Bio Crown’s world is split off into two parts. The normal, everyday world, where one gets up and gets ready for the day; and the magical world where just about anything can happen. In the magical world, magic is used inside certain families, as magic only ever appeared in those lineages. Magic users are often defined by their eye colour. It usually shows when the eyes appear to shimmer or shine.
However as time went on, there came to be less and less magical families, because they were reproducing with one another. To make sure their world didn’t die out, they began reproducing with non magical people. This proved to be even more of a problem, since the next generation’s magic would be weaker than the last; those with weaker magic could be told apart by the changing of their eye color. In theory, if this continued, magical children wouldn’t be born at all. To fix this they infused the non-magical parent with lots of magical energy and then a small infusion of the magical parent’s blood. This would ensure that when the couple consummated their marriage, the magical energies would pass into the child. This would allow their magic not to weaken any further.
But, because magic had gotten so weak down family lines, the younger generation couldn't use magic in its raw form. This caused an even bigger problem, because, as time continued their magic would vanish all together if it wasn't used. Their children’s magic could grow stronger so long as it was practiced and used enough; as magic in their world was like a muscle. But for the time being they needed to be able to use something to help them practice. They discovered, that if the potential to use magic in it’s raw form was there, these children could use weapons infused with magic. These weapons would help them draw out their hidden strength and fine tune their capabilities, until they no longer needed their ‘Tuner’ and use magic by itself.
The majority of the magical world doesn't seem to care much for the non-magical world. They prefer not to stick their nose in it. The awful truth about it is, the magical world feels they are superior to those without magic. Even if they do not interfere with the non-magical world, they would prefer to have dominion over it. But because of the barrier between both the worlds, those without sufficient skills can't pass into the non magical world.
The magical and non magical world exist on something of a shifted plain. To understand it fully, picture a coin. Each world represents a different face of the coin. They exist side by side but can never touch each other. At least, those born in the non-magical world cannot touch the other side. Anyone from the magical world can pass through the barrier into the non-magical, whether they have magical abilities or not. Those with enough training in magic can easily step pass the barrier. But those born with no magic at all can pass through the barrier because of their connection to the non magical world. With these cases, however, the person does it subconsciously and can simply pass back and forth between both worlds (but only if they were born in the magical world first.) Retrospectively, how a non magical person from the non magical world can pass through is if a magic user takes them through.
Magical families often treat each other with friendly familiarity or with outright contempt. Since magical potential is an important aspect of the magical world, all families are in competition with each other. Because of this, they usually home school their children. This way when the time comes, the person's magic isn't known to anyone but the family themselves. The reason why all the families compete with one another is so they can win the 'Hierarchy's Cup.' What this is, is ascending to the highest point of power in the magical world. To become the king and queen.
The king and queen who rule the magical world are those who win the Hierarchy's cup. When the King and Queen both die, a tournament is held (the Hierarchy's cup.) Each magical family puts up one member of their household from the ages of fifteen to twenty. They than battle in a tournament to see who has the strongest magical potential. Males and females have their own separate tournaments to compete in. The winner of the male's tournament becomes the king and the winner of the female tournament becomes queen. Matches are won by either killing your opponent or having them forfeit. When the King and Queen are decided, the families of the winners are the ruling faction in the magical world. The only way to hold power in the magical world is to continually produce children with the strongest potential and win the cup. The reason why the Hierarchy's cup has not been banned yet is because they do not wish to have weak rulers.
Name: Noel Personal Journal:beato Contact Info: AIM: dancinghiganbana. EMAIL: rosegundays@gmail.com. MSN: discode@live.com Other Characters Played: Beatrice (Umineko) Preferred Housing: n/a.
Character Name: Mary Character Series: Ib Character Age: 9 Background:http://ibthegame.wikia.com/wiki/Mary To add onto this, Mary is the second person to join Ib’s party while they try to escape the gallery. It is later revealed the Mary is one of Guertena’s creations. She begins to act oddly afterwards.
Considering that Ib is a game that can take up to four hours to play at most (if you know the solutions to the puzzles), the characters do not receive far too much depth or story in that amount of time. Personality: Mary, despite being a character who does not have too much screentime (even less so than Garry and Ib), is a character with the potential to have a great amount of depth to her. The girl is first introduced as someone seemingly innocent, high spirited, and... well... someone who acts their age. She is one to take off and do things on her own, or is easily distracted by something new. For example, when Garry had attempted to warn the girls to be careful, Mary had quickly interrupted him by praising the roses that the three seemed to carry.
Though, despite being a part of the actual gallery that Garry and Ib are both trapped within, Mary doesn’t seem to hold the same kind of danger as the other works and pieces do. Though, this might have to do with her goal of leaving the gallery for good, and finding a real family of her own. In fact, Mary seems intent on actually helping Ib and Garry at first, attempting to help Ib solve the puzzles she is to go through, and even helping Ib to be reunited with Garry when the two are separated. In fact, it might even be safe to say that Mary holds a fondness for not only Ib, but Garry for a short amount of time.
Mary, however, can be quite sneaky, using her innocence to carry out her mischievous plans. A good example of this is the Together, Forever ending when she took Garry’s rose--the source of his life--and plucked the petals one by one. However, Mary’s actions aren’t for the sake of evil. In fact, when Garry attacks Mary, it might even be safe to say that Mary felt as though Garry was a threat to her plan.
Though, she isn’t prone to growing angry, mind you. Whether she acts angry out of fear, or out of feeling betrayed when Ib and Garry avoid her--Mary seems to show a great amount of anger when the two find her portrait. Of course, it’s hinted by her very goals that Mary hates being a painting--someone who is trapped within the haunted gallery. Abilities: She doesn’t seem to have any that can be named. Whatever powers are shown in the game are because of the gallery, not Mary herself. Sample Entry: ( AROUND TOWN )
[ Mary seems to have taken a habit of wandering around, observing the sights. She’s never had the chance to really explore any place outside of the gallery. She bounces around excitedly, deciding what to explore first ]
--Ah? A toyshop! Yay, yay! I want to go here first! Hey, take me there. It’s better not to explore a place alone, so come with me!
[ She pauses, her hands going to the windows of said shop--the doll dressed in red, with brunett hair. ] Isn’t that... a doll? Heeeey, this reminds me of Ib! Buy it for me! I want to take it home, and--you’ll come and play with me, won’t you?
But, I want it to be mine. It looks just like my sister, so you’ll buy it for me! And we’ll play for hours and hours. Heheh, I can’t wait! [ She clasps her hands with a giggle, entering the shop hurriedly. ] Come on! Let’s go!
Name: Matt Personal Journal:http://darkangelyuu.livejournal.com/ Contact Info: Email: Tazrael@gmail.com Aim: MattB345 Plurk: Tazrael Other Characters Played: N/A Preferred Housing: N/A - May change, but for now, no preference
Character Name: Fran Madaraki Character Series: Franken Fran Character Age: Appears to be 16-18 Background: Fran is the daughter of famed doctor and biologist Naomitsu Madaraki. Well, perhaps the word "creation" can be used just as well. While not explicit scenes or background has been given, the implication is that Professor Madaraki created Fran in his lab. In appearances she is a cute blonde girl of about 16 years of age, but her body is covered in trails of stitches and she has two oversized screws sticking out of the side of her head. She has an odd walk and tends to drag out the ends of her sentences.
The professor has been on an extended trip, and in his absence, Fran has been working to satisfy any of his clients who come to visit. She also attends a nearby high school and has been known to operate on the students there by request as well. She has also been known to pick up sob story cases on the street and to assist the police with odd cases of their own (often after being accused of letting something escape from her own lab). Only other trained doctors have been known to refuse her services, and even that isn't enough to stop her if she feels she can help somehow, even if indirectly. Failing a good story, a good paycheck is often enough to hire her, unless the job will clearly be bringing harm to others.
Fran is an accomplished doctor, geneticist, biologist and chemist in her own right. She admits her skills are nothing compared to her father, and she does her best to make him proud. In operations, she has been known to attach additional arms to her torso to aid in the work. She lives at her home mansion and lab with other assorted monsters, including her younger sister Veronica (an assassin), mummy girl Adorea (who doubles as an organ storage device), and Okita (a man's head on the body of a cat). While they are all monsters by the definition of the word, they are by no means evil.
The manga itself covers the assorted cases that Fran gets involved in. She is often more than happy to give people what they asked for, to the best of her ability. Whether it is what they actually meant, want or need, is another story.
Name: Rex Personal Journal: mementovivere Contact Info: @scarletrapture Other Characters Played: N/A Preferred Housing: With journal name godaime’s Juliet Starling from Lollipop Chainsaw, if Juliet-mun applies! orz We both agreed to it!
Character Name: Travis Touchdown Character Series:No More Heroes Character Age: 30
Background:
Travis’ past and history really isn’t explored much and left vague in the video game. We do know that Travis’ parents were murdered when he was a teenager and he set his life out to find their killer(s) and avenge their death. Travis undertook extensive training in sword fighting, martial arts and wrestling since then to become the killing machine that he is today. A few years before his canon pull point he won a beam katana from an online auction which from there leads into the details of the first video game No More Heroes and the sequel No More Heroes 2: Desperate Struggle.
Travis Touchdown is the protagonist of the No More Heroes video game series. From the get-go it’s revealed that Travis is an assassin and is anything but a hero. He knows nothing of said heroic, virtuous and admirable qualities and instead breaks the hero archetype with his many not-so-heroic traits. Even his commendable ones come from questionable merit.
Upon first glance, Travis is foul-mouthed, cocky and inconsiderate. He lives in a motel room, he drifts between several jobs and puts all that cash towards swag from anime, video games and luchador wrestling. He is 30 years old and lives the lifestyle of an avid otaku with his cat Jeane. He often forgets to return rented porn (leading to embarrassing answering machine messages by video store staff) and he practices luchador wrestling maneuvers (of which he learned from “credible” sources such as watching TV or seeing them performed in magazines or posters). He is a slob through and through, both with appearances and with residence upkeep. Travis is also an assassin. He’s a very good one, and while he may currently be Santa Destroy’s top-ranked assassin his illustrious career as a professional murderer began on the fleeting promises of revenge and banging a really hot chick. At least through his jaded career as a “ranked” assassin in the city’s shadowy United Assassin’s Association, some of Travis’s more amicable traits start to shine.
Travis is fairly gullible. If a situation is way too good to be true Travis will just think he is catching a lucky break. He often falls for Sylvia’s tricks and advances, flirting right back even at times when it is obvious she is just using him for monetary gain, egging him on with his hyper-active libido by showing a little skin. He’s extremely weak especially with woman advances, acting like a bumbling fifteen year old virgin. He’s that smooth. He swears at everyone and everything, he is quick to complain, he acts immature and he often he just leaps before doing any sort of thinking. At least to his credit he’s good at impulse choices, moving and acting quickly on his feet. He is adept if he puts his mind to things that has his interest or if he cares about. He can emulate a powerful wrestling move just by watching it happen or seeing it in a magazine. And his comments, while crass, does come with a sarcastic sense of humor and a sharp wit, though it’s usually laced with obscenities, his favorite being “fuckhead”. He is proud, almost obscenely proud of himself and his abilities. It approaches egoistic and slightly naïve, but Travis can back up most claims to his strength and fighting prowess.
Despite his otaku hobbies and foibles Travis is surprisingly a capable fighter. This suits him just fine with his new gig in which he fights other ranked assassins. He enjoys his craft and he loves to fight. When asked with how he deals with emotions, grief in particular, he replies “Some people fuck at funerals. I cut off heads.” Travis may sound like a merciless blood-crazed killer that would cut apart anyone with his beam katana but there is a surprising amount of depth to his “kill or don’t kill” flow chart considering his careless and crass front.
Travis is actually repulsed with people who get their jollies off of killing. Travis is very comfortable with murder but he makes the revelation early in the series that actually killing someone is an action not to be taken lightly and throughout the game he comes to terms that taking someone’s life really isn’t fun at all. The fighting is fun, but not the actual act of killing. His chartered match with Holly Summers midway through the first game shows him that life is not as meaningless as he thinks. He defeats her but hesitates dealing a finishing blow. It reveals in him that he is hesitant with killing women. Holly takes it as an insult to her honor as an assassin, but she is touched by his tenderness and takes her own life, reminding Travis that killing shouldn’t be taken so lightly. He so aptly voices this near the conclusion of the second game after his ranked fight with assassin Alice Twilight, launching a bitching tirade against Sylvia that assassins have lives too, and they’re not just mere puppets to be carelessly thrown away and forgotten if they die.
Travis lives the way of the warrior. His passion is fighting and he respects strength tremendously. He bonds with the assassin Ryuji during and after their fight because Ryuji proves to be an incredibly difficult opponent. Travis is even so satisfied with the fight that he doesn’t kill him, but Ryuji dies anyway from external forces. Travis expresses immediate anger and regret that Ryuji was not defeated in the manner befitting a great warrior. He fights many other women besides Holly Summers. One notable match is with a young school girl named Shinobu in the first game, who seeks revenge on Travis because she thinks he killed her father. Travis has immense respect for her father and he didn’t kill him, but nevertheless they fight. Shinobu is incredibly talented but she is defeated. Travis only cuts off her hand and Shinobu is livid, demands she dies the way of the warrior. He expresses that he respects her strength but she has room to grow stronger. Of course he says it in a crass and seemingly-callous manner somewhat along the lines of “kill yourself after you kill me”. There is no honor for him in killing a less-adept warrior. The same thing happened against Kimmy Howell in the second game, another young female student-assassin-warrior. Travis defeats her aptly and though she is strong she clearly has improvements to make, so he just knocks her out cold with a suplex and left it at that, stating that he can’t kill a coed and she should come back to challenge him again after she gets stronger.
Not much is known about Travis’ past nor his relationship with his parents, but the biggest reason for picking up the mantle as an assassin in the first place is to ultimately avenge his parents’ deaths. From after their grisly murders to when he becomes an assassin, Travis’s mentality is to persevere and to work hard to get to the next level. He takes correspondence classes to improve his martial prowess and sword fighting capabilities. He trains regularly at gyms to become stronger and he studies under the tutelage of powerful martial artists or wrestlers. His work ethic is admirable and when Travis sets his mind to something he will pursue it to the bitter end.
Travis may live in a rundown cheap motel but he has no aspirations of moving out. He may run a few deadbeat jobs (including assassinating) but he doesn’t care to have steady employment. From where he is at in life he is able to sate his vices of sex (masturbation, actually) and anime (masturbating over busty magical girls, actually) so he doesn’t see the need to improve his standards of living. He is earnestly serious in avenging deaths of family in his life, and the chance is afforded to him through the assassin games. In the first game he avenges his parents’ death, finding his long lost sister and once previous lover Jeane. She is responsible for killing Travis’s parents and he defeats her. She asks for mercy, but Travis doesn’t allow it, serving to fulfill his main motivation in the first game and killing her.
It’s not mentioned when his parents were killed in his life but Travis’s friends help him grow throughout the games and to Travis they become substitutes for his lack of immediate family. He is very loyal and protective of them and will go completely out of his way to help them out, even if it doesn’t show in the most obvious of manners. In the second game, Travis is out to avenge his best friend’s death. The final enemy in the second game displays the heads of a few of his friends and Travis explodes with tremendous rage and anger. It clearly affects and touches him, and even though they are actually fake heads he is distracted and impacted.
Travis has a twin brother named Henry. When they first meet their relationship is of conflict and jealousy and of course erupts into a fight. Over the next few years he comes to terms with his brother, accepting him into his life awkwardly. He obviously cares and respects Henry, rescuing him from another assassin and letting Henry intrude on Travis’s private sanctuary that is his motel room to recuperate and heal up. Travis has difficulties in admitting his care for his brother, but he still manages to communicate indirectly that there is some familial love.
Sylvia to Travis is an enigma. As he so aptly puts it Sylvia is a contradiction in heels. She has many undesirable qualities that belie her sensual and intially easy-going nature. Even Travis can see how dangerous it is hanging around her, yet he puts up with her teases, her false advances and deception because he is infatuated with her. It’s difficult to explain why Travis is engrossed with Sylvia without resorting to headcanon, but the attraction is very obvious, and through this Travis demonstrates again his unwavering loyalty. There are a lot of women Travis meets that might provoke and elicit a catcall or an innuendo. He’s pushed away other women from advancing on him, and in the end he always comes crawling back to Sylvia, ready for more punishment. She promised him sex if he triumphed over the other assassins in the first game and he finally got with her near the end of the second and the whole time his sights have been set on Sylvia and Sylvia alone. If anything he appreciates that he doesn’t have to hide his true nature around Sylvia and vice versa.
Abilities:
Travis be it through video game mechanics boasts the ability to be shot multiple times from gunfire, stabbed, burned, bashed and beaten relentlessly with only minor (suspected, not confirmed) brain damage and disfiguration. Travis is also a well-practiced fighter and can most certainly back it up with many different types of swordplay and grappling/wrestling techniques. Travis has incredible moments of speed to quickly get behind an opponent or to scurry away, however none of these are inherently “superhuman”, rather proof of years and years of diligent practice.
Travis does tout one “unique” ability called Dark Side Mode. This ability gets triggered after a slot machine (presumably one Travis is pulling in his head) scores three matches, and depending on the matched slot icons a variety of effects can happen temporarily that turns him into a powerful, speedy guy with golden hair (a la Super Saiyan), the ability to shoot energy from his weapon or even turning into a tiger!
Sample Entry:
[ There’s breathing over the phone for several moments. A wordless several moments. Then, in a seething tone: ] Alright. I’m not mad or anything.
[ Yeah right. A pause, as the stern expression warps to anger. ]
But which one of you losers brought me here!? Can you grasp any idea on how dead you are? Just suddenly dropping me here in suburbia?! I mean what the heck!! The creepy neighbors, the flower print wallpaper—I’m dreaming still! I gotta be! I ain’t this old! Are you trying to fool me? Sylvia? Is this another one of your assassin games? Get me the hell out of here, willya?
[ Travis pauses, though he’s incredibly peeved. Still. ]
Listen up you little punks. I don’t like being punked. I’m Travis Touchdown, the crownless king, the no more hero. I don’t know how you did it but when I find you I’m going to make you regret you just brought me here like that. Got it?
[ A beat. ]
I mean seriously. Look at this place. It’s older than I am.
So. Have I finally reached Nirvana? Or am I in the Garden of Madness? Not gonna lie. I was expecting Hell to be a lot hotter. But this place is interesting—aside from the old phones jazz, but hey. I don’t have time for these pretend games. Sorry, but I’ve got important business back home.
Name: Jacquie Personal Journal:furudo Contact Info: → EndlessSaiko →aim: endlesssaiko →email: adachi@love.com Other Characters Played: N/A Preferred Housing: N/A
Character Name: Ib Character Series: Ib Character Age: 9 Background:Here!
As a note, Ib is a fairly short game, and most of what is known about the characters is revealed in the game play, which takes just a few hours to complete. Because of this, the characters get very little development.
Personality: Despite being an almost completely silent protagonist, it is possible to get a feel for her personality from the speech options that do exist and from the overall situation around her.
Properly fitting her role, she is quite the quiet little girl. She rarely speaks up, as noted by her lack of verbal responses in-game. Her mother also takes note of this, as she first warns Ib not to hassle the other art gallery visitors, and then realizes that there is not much need to worry about Ib making a ruckus. Even when accompanied by Garry and Mary, she rarely engages in conversations with them, though she does listen. In fact, Ib is quite observant overall. Her eagerness is to explore the art gallery on her own is an example of this.
Ib is also quite intelligent. Though she has the limited vocabulary of a nine year old, often replacing words she doesn't know with "???", she is capable of solving all the difficult puzzles that stand between her and freedom, even on her own. Despite their complexity, she is capable of solving them without even batting an eye. Even when she is simultaneously harassed by the living works of art, her brain keeps working and she is capable of gathering all the clues she needs and piecing them together despite the pressure.
For a girl just nine years old, Ib is especially brave. Highlighted by the very premise of the game, she explores a frightening version of an art gallery, completely on her own in the beginning. She is chased by living statues, paintings of women, and mannequin heads. In one room, she, now joined by Garry, is forced to solve an array of intertwined puzzles while not one, but several works were chasing them, triggered by their progress. Despite it all, the only thing she falters at throughout the whole situation is the sight of a painting of her mother and father.
There is still all the innocence and vulnerability of a child under her brave exterior. Though she remains strong in the face of actual danger, once it has dissipated, she finds herself reaching out to Garry for comfort. When reading the titles of works of art in the gallery, she can't read words such as "hell" without Garry's assistance, showing how innocent she truly is. She also innocently asks Garry why he "talks like a lady" in a side conversation. Her vulnerability is also showcased by how she clings to Garry for comfort after both a terrifying nightmare about the moving paintings and statues in the warped art gallery and Mary's attempted attack on her in certain endings. Overall, Ib is quiet, yet brave and intelligent young girl.
Abilities: Ib seems to be free of any special powers, though she is remarkably intelligent.
Sample Entry: [Ib was curious about this place. Wandering around and observing had become her hobby since coming here. Uptown it was, today. She comes across a certain building and attempts to read the name.]
Le...de...day....
[???. She doesn't know this word. She looks to a drone for help, polite, but rather expressionless.]
Excuse me...how do you say that? [She points at the sign, but is only met with a classic, empty drone response.]
...How strange. He looks normal, but he reminds me of the gallery. Maybe he's one of those strange...drones everyone was talking about. It was like he was fake.
But Mary wasn't really real, but she acted more like a human than that guy. Hm. This place is so strange.
[But enough of talking to herself. She spares one last glance at the foreign word before moving along. She'll have to wait for another day.]
Name: Tao Personal Journal:taosenchii Contact Info: Plurk: Taosenpai Other Characters Played: N/A Preferred Housing: Would prefer to be housed with James Kirk , also apping in this cycle.
Character Name: Aria T’Loak Character Series: Mass Effect Character Age: Approximately 650 but appears roughly 36 Background:Aria on the Mass Effect Wikia.
Personality: Aria is best described as cold, aloof, calculating, and sly. She’s a woman of many faces she holds onto her title as Pirate Queen much more tightly than some would expect. To most she projects a cold and arrogant face, appearing to not have much interest beyond her own wants and needs. This face she uses for business, dealing with gang members, mercenaries, drug cartels and anyone who decides to step out of line of the hierarchy she’s created. Very few people have seen Aria step out of this role of being aloof, one person is Commander Shepard. To cut a deal with Shepard, Aria willingly acts in a friendly manner, but only so long as both ends of their deals are upheld. She’s willing to give people options, so long as they’ve proven to her that they’re worthy of them. The options she gives aren’t necessarily a good option and a bad option, Aria operates on varying shades of grey. An example of this is the option Aria gives Shepard when attempting to regain control over her mercenary groups. Aria gives Shepard the option to organize a hit on a prominent military general to get the blue suns to cooperate or to find a solution that keeps the general alive and away from the blue suns. Both options do not necessarily mean that the option to keep the general alive doesn’t involve under the table dealings delving into the black market.
The hierarchy she’s created on omega, although a business built on corruption, keeps the mercenary groups through the rest of the galaxy organized and not running around chaotically. For most they wouldn’t see the amount of good she does keeping the lowlifes of the galaxy under her thumb and monitored. Her main tactic for this monitoring is through brutal strength and force of will. She makes examples of people who cross her and violence is merely a means to an end that many on Omega understand as a clear definition of power.
Aria is first and foremost a business woman but her training before that was of a soldier and tactician. She has a sharp mind and cornering her is virtually impossible. Even when Cerberus, a humans for humanity rights group, attacked and distracted Aria long enough to infiltrate Omega and capture her she managed to not only escape imprisonment but gave her mercenary groups enough time to flee Omega. She then also fled to save her station and what was left of her contacts going to Citadel, a very lawful station where she still operates her groups from.
This does not mean Aria doesn’t have a softer side, although rarely shown it is there underneath the cold and aloof exterior. One person that allows Aria to relax is her, now deceased, daughter Liselle. In the few interactions with Liselle that is within the comic interlude Aria not only smiles but genuinely tells her daughter to have fun. Aria appears cocky and as if before she had taken on the responsibilities of ruling had been more of a friendly disposition. After the death of Liselle Aria anger is unparalleled and upon meeting her on the Citadel in the third Mass Effect game her wrath and frigidity is stronger than ever. She’s more agreeable to help and bargains but her entire demeanour is strictly business and cold calculation.
Name: Dakotah Personal Journal:eflat Contact Info: aim: callieach007, plurk: eflat Other Characters Played: Estonia (technophiling) Preferred Housing: I would like Kirk to be housed with Aria T'Loak, also apping in this cycle.
Character Name: James "Jim" Tiberius Kirk Character Series:Star Trek (2009) Character Age: 25 Background:Kirk on the Memory Alpha (Trek-specific) wiki, which should cover his personal history quite nicely.
Name: Shaun Personal Journal:drunkenpandaren Contact Info: AIM - Shaun Garin, Plurk @ DrSKirk Other Characters Played: Hayate Yagami, Akira Date, Ako Shirabe, Rin Natsuki and apping in Erica Hartmann this round too. Preferred Housing: Random, but somewhere close to Yuna Akashi since they're friends.
Character Name: Makie Sasaki Character Series: Mahou Sensei Negima Manga Character Age: 21 Background:http://negima.wikia.com/wiki/Makie_Sasaki Personality: When first introduced to Makie Sasaki, she was at the bottom of the class. Cute with an airheaded personality, she was part of the gymnastics club and tended to sleep through class as well as fail several courses. She was known as Baka Pink of the Baka Rangers, a group of five underachieving students which ironically become some of Negi's best students afterwards.
Clumsy and lacking drive, Makie grew from a flighty young woman who had an obsession with catching Negi in a romantic sense, to a confident young woman who soon became skilled with basic spells and her own pactio card. She found her niche in geography and history, but also continued to keep her practical effort within physical education, eventually going for a diploma in Phys Ed.
Makie loves her friends a lot, and it shows with how much affection she pours over people. She loves to become friends with many other people, and is one of those types who is completely confident and satisfied with the way her life is headed, making her not only a strong and capable young woman but also immune to powerful hallucinations that would otherwise prevent people who had less focus from functioning, having been granted their hearts desire in a dream world.
She has boundless courage like most of Negi's class, able to stand up to the strongest of opponents despite her powers being on the middle tier of equipment than anything else. She won't back down from a fight and can become creative in any kind of battle, due to the mix of gymnastics and skill with her ribbon which allows her to grab onto anything in a distance.
She is very close to the "athletic girls", most notably Yuna Akashi, Ako and Akira, and was pulled into the magical world along with them during the mission. During this time she demonstrated strong reliance on Yuna to help with earning money to get to Ostia and proved she was independant, and capable of making decisions. With help from her friends, she is able to hold her own against most opponents. She demonstrates close ties with Ayaka as well, having "fought" her for the love of Negi even though there's a five year age gap between them.
She won't back down when someone is trying their hardest, as demonstrated in the fight vs Chachamaru. She isn't afraid to speak her mind, and prevented Evangeline from calling off the fight, in order to allow Negi to continue. This was a major turning point in her life and she refocused her studies and gymnastics to become a more talented young woman in everything she does.
Abilities: Makie has skill with gymnastics and physical endurance as benefiting a gym teacher/gymnast. But she also has the ability to reach and grab things with her ribbon which she keeps on her at all times, a skill that is learned and not magically gifted. She has accuracy with her gymnastic items as well, hoops and clubs and a ball as well.
She has some talent for magic, as she is able to cast beginning fire spells and potentially has learned several other basic abilities.
Her ace in the hole is the Armatura Quinquiplex, a set of five items in one. - Liberum Lemniscus is the name of the ribbon and it can extend to incredible lengths. - Bombus Globus - a ball that explodes when it reaches its target. - Frango Stipes - juggling clubs that can multiply and float in the air, and increase in size and be used as a club. - Cleaving Ring - a cutting weapon like a boomerang. - Capturing Rope - captures opponents with snake-like movements.
Sample Entry:
[A. At Work] [Makie groaned as she sat up. There wasn't enough coffee for this entire day as she was working on the physical education of the children in this place. She had boundless energy but lately she had been feeling kind of ill. Like there was something she hadn't noticed before when she had gotten up.
Struggling over to the coffee pot, she poured herself a cup before sipping at it, making a face. Man Mayfield coffee sucked. She wanted Evangeline's coffee no less.]
This had better be worth it...
[Park] [Humming to herself, she played with the hoop and the ribbon, twirling it around herself. It had been a long time since she had done gymnastics just for herself and she spun around with glee.]
Oh this is nice~ I should have done this earlier to relieve stress.
Name: Shaun Personal Journal:drunkenpandaren Contact Info: AIM @ Shaun Garin Plurk @ DrSKirk Other Characters Played: Akira Date, Hayate Yagami, Rin Natsuki, Ako Shirabe Preferred Housing: Preferably one with slots mostly filled w/space for a young daughter slot, potentially in Benny Road
Character Name: Erica Hartmann Character Series: Strike Witches, Strike Witches 2 Character Age: 16 Background: Strike Witches is an alternate reality retelling of World War II, where a united front against the invasion of an alien race called Neuroi happens. Their attack swiftly takes out the offensive assault of the resistance force and most of Europe is under Neuroi control. Karsland (Germany) is hit the hardest as the first attacks are in that general area. As a result, all the nations pool resources together to fight it off, creating a united alliance from all fronts, Liberion (America), Karsland (Germany), Ourrsia (Russia), Fuso (Japan), Romagna (Rome), etc. Erica is one of the veterans of the first attacks in Karsland, Gallia and other areas of Europe, having totalled over 200 kills before the show actually begins. Highly decorated, she is Karsland's Super Ace, and has been a instrumental part of the Strike Witches 501st Joint Fighter Wing.
Strike Witches itself focuses around the story of Yoshika Miyafuji and her introduction into a much larger world as one of the members of the Strike Witches. It follows her through the years 1944 and 1945, in which two major Neuroi hives are defeated and the war is stopped due to her actions with her friends and members of the 501st. Erica plays a part as both comedic relief and a mentor, someone for Yoshika and the other young members of the 501st to look up to, despite her tendencies of being sloppy and inefficient while on ground. The setting uses girls, Witches between the age of 13 and 18 to fight battles with Striker Units which are a new design of broom used internationally, and Witches who possess magic and a familiar which is manifested by ears and a tail that appears on the Witch while channelling magic. Using Striker Units and weapons that are charged with magical power, they possess a high speed and power in combat, and they use it against the Neuroi in-series.
Erica used to be stationed out in Africa before her tenure with the 501st, along with 1st Lt. Gertrude Barkhorn (later Captain), and she was working with another unit. She has a mostly one-sided rivalry with another Witch in which she competed numerous times with live ammunition. After that, they moved to Gallia for the events of Season 1.
Like all Strike Witches, they are based on real WW2 pilots, as her archetype is Erich Alfred Hartmann, also known as The Black Devil by the Soviets. The creators of Strike Witches took into account these people, and produced fictional versions of them, complete with backgrounds modeled on the originals. Post Strike Witches S2, it's been said by the creators of the series that she has returned to the JG52, which is under the command of Adolfine Galland, the Brigadier General of the Karsland Air Force Witch Fighters.
Personality: Hailing from Karsland, Erica is the sixteen year old Ultra Ace of the Strike Witches. Highly decorated, she is a keen observer in battle, and has racked up over 300 kills in combat by the middle of Strike Witches Season 1. However that's just the tip of Erica's personality. While she is extremely effective in the air, capable of fighting and scoring hits and kills within seconds, she is a extremely laid back person while on land.
On land its' like her personality does a complete 180 as she goes from focused to completely lazy. Slack and carefree, she doesn't train that much at all, sleeps in repeatedly, enjoys sweet things, and would rather spend the day napping than actually having to get up. Her room is a good indication of her personality, being a pile of trash, used and fresh clothing, outfits, books, and other brickabrack including pots and pans and teddy bears. She is a extremely sloppy person and would rather just sleep in her own junk than actually do any cleaning up. When she tries to clean up, she just proclaims 'no, later' and falls over to take another nap.
Erica however is also concerned with the well being of her friends and teammates, proper hygiene and safety. She isn't as concerned about cleanliness as Shirley would be, but she enjoys the huge baths that are provided for the 501st communal areas. Erica is able to keep her composure in times of crisis and insanity, but has been known to start crazy things such as stealing Lucchini's panties when she misplaces her own, much to Trude's complete embarrassment.
Erica can become driven when she wants a cause to be filled, such as competing against her old rival from Africa for Trude's little sister Chris, or moments when situations turn dire. She is a soldier after all, with the discipline to go with it, but she prefers to stay relaxed instead of having to be by the book like her twin sister Ursula. Ursula and Erica are like two sides of a coin, Erica being messy and sloppy with little care for day to day things beyond eating and sleeping in, and Ursula is a scientist who is neat, prim and proper with formal speech.
Despite this, Erica's often seen with a grin on her face as she tends to deal with her situation with aplomb. She's not bothered by any racial profiling or any sexist tendencies either, and has a best friend relationship with Minna and Trude, and the rest of the 501st. She's the older sibling you want to go to, when things get bad. Just don't expect her to wake up unless you can pry her out with something sweet or food.
Abilities: As a Witch, Erica has magical powers that allow the casting of spells and flight. Connecting with a familiar which is a sort of spiritual animal, it manifests in the form of a tail and her hair darkening to look like ears. Using a Striker Unit, or a broom, she can fly around at high speeds and velocities, while using magic instinctively to compensate for wind drag and velocity.
Her weapons are a MP 40 and a MG 42, both high velocity machine guns which she can wield with ease. Typically these can be augmented with magic for more impact. She also has a attack, a offensive barrel roll called Sturm which will tear through an opponent at high velocity.
However unlike a lot of magical girls, Erica only has her specialties, although she is able to learn more spells if it suits her needs.
Sample Entry:
[1]
Erica time to get up...!
Mmmph... 40 more minutes...
[Erica was trying to sleep in but the drone woman was having one of that. Being bodily pulled out of bed, the young witch was dragged into the dining room and sat down. Blearily, she looked around and reached for the milk before she rested her head on the table.]
50 more minutes please...
[2]
[It was time for a regain! Erica was zooming around on her Strikers, giving a feel for the town itself. From above it looked like one of those Liberion 'Wish you were here' post cards with its similar layout. Although the various neighbours had different things dotting the landscape. Buzzing around a flying ship, she zoomed down towards the bakery. She needed something sweet.]
[3]
[Sooooo. Droning. Not fun. Erica found out the hard way she was on a DATE WITH A DRONE. Excusing herself politely, she turned tail and fled.
Oh and she got rid of her skirt too. Not being able to wear panties around town really chafed her style.]
Name: Muffin Personal Journal:hokage Contact Info: g.o.d.a.i.m.e. or strikingthorn for aim. Other Characters Played: n/a Preferred Housing: With crownlessking, or Travis Touchdown Character Name: Juliet Starling Character Series: Lollipop Chainsaw Character Age: 18 Background:Here! and Here!
Name: Effy Personal Journal:ineffabilities Contact Info: AIM - doesnotlikesoaps, Plurk - bipolarteddybear Other Characters Played: Miku Hatsune (virtualdiva) Preferred Housing: It would be nice if there's at least one non-drone, but otherwise, N/A!
Name: Mel Personal Journal:maiiau Contact Info:maiiau, aim: ninthbluestar Other Characters Played: Lithuania, Hilda, The Handmaid Preferred Housing: 847 Goldberg; permission granted!
Character Name: Sealand (The Principality of Sealand); Peter Kirkland Character Series: Axis Powers Hetalia Character Age: human age 12, country age 45 Background:Hetalia wiki; Wikipedia
Personality: Enthusiasm is Sealand's main export. Despite being such a tiny (sort of) country, he's not lacking in spirit and goals, and he wants everyone to notice and acknowledge him. Because he wants to be accepted by the larger countries as more than just a runaway military base of England's, his plans are often outlandishly large, the likes of which he would never be able to accomplish--not that this stops him from trying. His ideas are best described as hare-brained, running from selling nobility titles to declaring a football team his national team (although they did agree), all to get noticed.
Sealand's constant optimism is a plus, though, as he is rarely discouraged by failure and is always ready to try something new. Being young, however, he is prone to exaggeration, and when discouraged he tends to act like it's far worse than it really is, from yowling to put cats to shame to crying and running to that jerk England. He does try to work hard, though--when he's not watching television. As with any child, he's easily distracted. But if you can get past his annoying habits, he's not all that bad to spend time with. He does try to cheer up those around him when they're feeling down, especially if they're willing to be kind to him.
Sealand often comes across as lonely, because sometimes he is: his prince and his family do not actually live on Sealand, and he's usually stuck alone with just one soldier. Having been abandoned as a military base for so long also added to this, making his cries for attention not entirely unreasonable when you consider how young he is. Like any child, he hates to be ignored; like any nation, he wishes to be acknowledged. Combine the two and it gets a bit unbearable.
Sealand has managed to make a few friends, even if they haven't quite acknowledged him. After Latvia stabbed him with a flower, they somehow ended up becoming friends once the older nation tried to give him advice (though he ended up having to cheer Latvia up). Sealand will often go to Latvia to whine or play games. Then there are other micronations: Sealand has declared himself friends with Wy and Seborga, although who knows what they think of this. He spends time with them as well, although that Wy has been recognized by Australia is a source of frustration to him. But really, England's just a jerk.
Sealand lived with Sweden and Finland for a time, when Sweden was considering buying him, and they lived as something of a family unit, with Sealand calling then Swe-papa and Fin-mama, but as the deal fell through, he's gone back home. He's still fond of them, though.
And then there's England. Sealand will be quick to tell you England is a jerk, and he hates not being recognized and yet still not being part of England, either. If the base isn't England's, after all, why can't it be Sealand's? But in spite of this, it's England who helps him out when he's in trouble, and he does rely on his older brother for supplies. But he's still a jerk.
Abilities: Sealand has the standard nation increased strength/endurance/etc. Unique to him, he's made of concrete and metal, which gives him a good right hook. ALSO HE CAN FIRE A ROCKET PUNCH!!! No that last one is a lie.
Sample Entry:This, or anything else in that journal.
Note: Sealand will be coming back with his memories of Mayfield/previous regains.
Name: Tori Personal LJ:tsunbear Contact Info: Ye have this Other Characters Played:railtracer (Claire Stanfield) wafels (Belgium) Preferred Housing: N/A
Character Name: Republic of Molossia | Carson Reese Jones Character Series: Axis Powers Hetalia Character Age: Appears to be like 17-ish...actually 12 years old. Background:Micronation | Character
Personality: Molossia, despite his tough outer shell, is actually quite soft spoken and laid back. He loves gardening and playing with his pets. He's also the type to get really easily embarrassed. Case in point being he embarrassed himself by showing his true face to Sealand, Wy, and Seborga. Another cause for his embarrassment is America. Though they're on good terms, he get's really awkward around him. Things got even worse for him when he accidentally mistook America for someone else and he couldn't bring himself to talk back to him or explain himself especially since Sealand showed up not too long after.
While he's in disguise Molossia's the complete opposite. He's pretty much your average stereotypical street punk that tries to pick fights with everyone. Every other word out of his mouth is a cuss word, flipping everyone off, and going all crazy-legged and puffing his chest out while he's in defense mode. Unless you enter his territory legally then he's more than happy to show you around with 100% more F-bombs. Molossia even has the power to freak out people like Switzerland who calls him "abnormal".
However, there's still the off chance that Molossia's true self will show through when he's like this. When the main Micronation trio threatened to leave him behind after he told them that "he didn't need any fuckin' friends" he ran screaming after them. Because he accidentally let his true self be seen once by outsiders, he has vowed to remain "in character" so he'll always be ready whenever someone might show up. This causes confusion amongst people like America who was sorta-kinda confused when he accidentally snapped at him because he's so used to his mild mannered personality.
Molossia seems to like canned coffee. Though that might just be apart of his stereotypical Japanese delinquent facade. He also seems to be creeped out by Ladonia being trapped in a computer. It's unknown if he's freaked out about the concept of Ladonia being a hologram or he's just freaked out over the possessed computer that decided to chew him out for turning it off. Either way, he didn't want any of it and promptly backed away.
Abilities: Molossia is a Mirconation meaning though he has normal powers now, like the immortality and stuff, there's a chance that he might go back to being a normal human anytime in his lifespan.
Name: Blake Personal Journal:bureiku Contact Info: AIM: BeMyKismesis Other Characters Played: N/A Preferred Housing: I only request that he rooms with the Nigel Uno apping this round!
Character Name: Yuuto Kidou Character Series: Inazuma Eleven Character Age: 14 Background:Here!
Name: Des Personal Journal:deathdesu Contact Info: AIM: macrocosm says Plurk: deathdesu Other Characters Played: Rin Kagamine, Loosha Preferred Housing: With Yuuto Kidou from Inazuma Eleven and Hitler from Afterschool Charisma, who are both apping!
Character Name: Nigel Uno, "Numbuh One" Character Series: Codename: Kids Next Door Character Age: 11 Background:Wikipedia, KND Code Module Personality: A tiny, bald, British badass, Numbuh One is organized, frugal and neat, folds his underwear, and likes to do things by the book: That is, he follows the rules of the Kids Next Door very strictly (in contrast, he greatly dislikes following adult-enforced rules.) He is a serious child, so it annoys him when things get off-track. Luckily, he has strong leadership skills needed to keep his team focused, and spearheads their major operations. Usually, these involve combat with adults who are taking things that tend to annoy children and blowing them up to world-destroying proportions. Kids Next Door, battle stations!
He is a paranoid conspiracy theorist like whoa, often over-exaggerating and making things up when analyzing their adult enemies... and the fact that he's actually correct half of the time probably doesn't help. Strange minds think alike, apparently. But following this vein, he's very suspicious of anyone over the age of 13... although, his parents and his friends' parents are considered mostly trustworthy (I guess families are the result of a child/adult peace treaty, and the parents are quite oblivious to their children's battles against 'adult tyranny'.) He is also aware that not all adults are evil, as the Kids Next Door were concerned about the Splinter Cell within their organization who wanted to wipe out all adults, 'good and bad.'
Never completely will he trust the good ones, though - he'll still jump on one of them if they're acting even the slightest bit suspicious. It goes without saying that Numbuh One is very protective of his team. Each and every one of them is his best friend, and he is mindful of their important details. They're also the only people he trusts wholeheartedly, although he seems to have a close relationship with the Kids Next Door's leader, Rachel, as well.
Nigel is already interested in girls and tries to be suave, but in most aspects was very topped by his little "girlfriend", Lizzie. For example, he forgave her surprisingly easily for trying to control his mind with a helmet.... but even still, his team always comes first. He is extremely determined, and more than willing to work overtime, and go on missions even on his day off (or even in the middle of a date, to Lizzie's chagrin - she broke up with him for always putting the Kids Next Door First.)
However, though you might mistake him for mature at times, he is still very much a little kid: he's really afraid of spankings, doesn't know what a bra is, and if he is alone in a room with a samurai helmet, hell yeah he's putting it on, picking up a yardstick and pretending to be a samurai. There's just no other option. He basically enjoys all things kids enjoy; comic books, ice cream, and kicking bad guy butt. Speaking of butts, though, his own is rather large, and he's pretty embarrassed of it.
Abilities: Like all Kids Next Door Operatives, he has undergone training at an academy in Antarctica. He can fight, is acrobatic as hell and capable of operating 2x4 Technology (Which is basically ordinary items turned into really improbable weapons. For example: Lamp + Boxing Glove = PUNCHIN' MACHINE. Blender + Ice Cubes + Thermos = ICE BEAM. Flashlight + Glass Soda Bottle = LASERS. Hair dryer + Jalapenos = FLAMETHROWER) Another shining example of 2x4 Tech is the fact that their tree house has a supercomputer and high tech security, which is all powered by thousands of hamsters running in wheels. He also normally wears JET BOOTS.
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