HMD Post

Jul. 30th, 2016 10:19 am
pythianpixie: (Default)
Comments? Criticisms? Compliments? Concerns?

Those go here, thank you. :)

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pythianpixie: (Default)
Player Name: Michi
Preferred Pronouns?: She/Her
Player Contact: [plurk.com profile] yumesukidesho, AIM: streams of time
Other characters in play? Terezi Pyrope

Character Name: Alice Cullen
Canon: Twilight
Game Transplant: [community profile] jarjammed
Original App: Right here!
Game Summary: "Sburb is a computer game that exists to spawn worlds. Each session of it annihilates a planet in order to create a new universe, which in turn will contain the seeds for a new session of the game. The game's participants are unavoidably destined to play it through a complicated system of closed time loops – at least, that's how it usually happens.But in this session, something went wrong."

Jarjammed was a game about a video game called SBURB. The characters were drawn into the game described above by a glitch--created by one of the original players. Through the course of the game, many of the players were trying to win in order to go home, but there were many complications along the way. Cooperation is hard when you have several dozen people who can't get along.

How long was your character in Game: About 7 months
History of Character in their Game:

Upon entering Jarjammed, Alice was placed on the land of Heat and Flow: a planet specially made for her by the game, which was covered with lava, obsidian, and glass. This planet was meant to be her gameboard, the place where she would discover truths about herself and the mythos surrounding her. Each planet inhabited by a player contained a specific species of consort and a Denizen whose purpose it was to terrorize them. The player would be required to solve puzzles and fight enemies before reaching the Denizen and the Final Choice that it would pose to them.

For Alice, her consorts were a group of chupacabras, and her Denizen was Ifrit--a being of pure fire. This was just about the only combination that would ensure that Alice was physically challenged by her particular set of obstacles, since her breed of vampire are immune to just about everything save for fire.

One of Alice's first encounters with her fellow players was a memo that she made on the game's forum. (This communication was generally in the form of a giant chatlog, since the game itself was handled through a computer that existed on the player's planet.) In the memo, Alice expressed that she had *tragically* prototyped her sister's beloved BMW with her in-game sprite--thus turning the car into an abominable game abstraction. To her horror, it began to do wheelies in her yard. That was the point she called for help.

Unfortunately, the damage was irreversible. She did however make several friends in the course of her dismay: The Designer (her server player), Psiionic, Sollux, and Zuko to name a few. After that, Alice mostly kept to herself for a few weeks, due to her previously isolated lifestyle. Humans were not the kind of people that she could allow herself to socialize with, beyond simple "Meet and Greet and Be on Your Way" sorts of deals. During those few weeks, Alice began to grow hungry. Typically, her family fed every two or three weeks, but on occasion, they could go longer if they were very careful.

Alice tried to be careful. She really did.

About three weeks in, Alice was traversing the planet chain (through a series of portals that allowed the players to jump from one planet to the next, or to skip up two or three planets in the chain). The planet that she emerged on was covered with rivers of blood. All it took was a brief whiff of the scent for Alice's resolve to shatter. She turned and fled back the way she came, but it was too late. She was too hungry, and the scent was burnt into her memory. She found the closest creatures that she could, and she slaughtered them for their blood. Those creatures happened to be two of Karkat's consorts.

The resulting chaos was terrible. As soon as she could, Alice fled the scene, but Karkat discovered the corpses and alerted the game to the presence of a vampire. Alice's client player, Buffly, turned out to be a vampire hunter and took up the case to find out who had murdered those consorts. Alice was forced to assume a fake handle on the chat client in order to clear an innocent player from being blamed for her accident. As a result, she anonymously met Gil: a half-vampire who despised their vampire heritage. She also apologized (anonymously) to Karkat for her accident, and promised not to touch his consorts again.

There was two bits of good that came out of this incident: The first was that Signless offered her a bottle of his own blood that she would be able to make copies of through the game mechanisms. This meant that she could continue her lifestyle without endangering the other players around her. From that point on, Alice kept herself heavily sated with blood, just in case she stumbled across another blood-covered planet like the one that had triggered this. The second bit of good was her blossoming friendship with Gil. Despite the both of them being anonymous, Alice was eventually able to win their trust and convince them that accepting their dual human-vampire nature instead of trying to suppress the vampire side would be better for them in the long run. Especially since it would make them stronger and more capable of defending themself.

As for Buffly... As much as Alice disliked Buffly's profession, she had to admit that the hunter wasn't a terrible *person*. (She just didn't have to admit it out loud.) However, when Buffly and two other players found themselves trapped by GLaDOS on her maze-like planet, Alice alerted the rest of the game to their absence and agreed to be part of the rescue team that would save them. This did not stop Alice from trashing Buffly's living room every time her back was turned, though. Some petty revenge was still warranted in her mind, and so long as Buffly didn't know why it was happening... Everything was fine. In that regard, Alice was glad that Buffly was rather oblivious.

Some time passed, and many memos about ambiguous morality were had. Eventually, one of the pre-made game locations called Prospit came under attack by four mysterious shadows. At the time, Alice had a dreamself on Prospit. (A dreamself is like an extra life that exists on one of the two moons: Prospit or Derse. Each player typically has one that is sleeping indefinitely when the game begins. These dreamselves will wake up at some personally significant point in time for the player.) Alice's dreamself, however, was not asleep. Since her kind of vampire is incapable of sleep, Alice's dreamself was simply awake but not fully cognizant of that fact. It was during this attack that Alice became aware of her split consciousness, which allowed her to assist during the battle that ravaged the city. Rather than fight, Alice took to the streets in order to rescue any Prospitians that were trapped in the crumbling buildings. It was with Sokka and Karkat that she managed to evacuate a number of distressed citizens.

Some time after the attack on Prospit, Signless decided to have a party on his planet in order to improve morale. Alice was delighted by the idea and decided to offer her decorating services to the player who had unwittingly given her anonymous handle the bottle of blood earlier in the game. The two became fast friends.

Another close friendship that developed was between Alice and Davrex. Just before Alice arrived, Davrex had been in a moirallegience with Rosela, an indigo troll. Rosela had been murdered, but her killer was still unknown and at large. This was a significant course of anger for Davrex, who had turned to isolating himself from the rest of the game. Even being only tentative friends with the troll, Alice could tell that he was hurting a lot inside and shutting out everything and everyone in order to keep from hurting more. It reminded her a lot of her brother Edward, and the last memory that she had of him: Banishing himself to the Brazilian jungles in order to forget the pain that his existence was causing him. She couldn't bare to see another person in that much pain, so she resolved to coax Davrex out of his seclusion. A fight ensued in which Davrex snapped and tried to physically attack Alice--only to have his sword snapped in two by her impenetrable skin.

With her secret out in the open, Davrex convinced Alice to confess fully about what she was. She agreed, but only if he promised not to lock himself away from the rest of the game. The two of them became much closer as a result.

In the course of the game, Alice was also approached by a number of other people for friendly and romantic advice. She quickly discovered that she was actually one of the more level-headed people in the game. She didn't mind, though, since she got to hear some of the juicy gossip and genuinely help others at the same time. That was the perks of being an unofficial relationship counsellor.

More time passed, and more memos were created and destroyed by pointless bickering. At one point, the horrorterrors that lived at the edge of the universe began to interfere with the already-glitched game. They managed to take control of Signless's mind and began to use him as a puppet in order to sabotage the players' chance of winning the game. This was the point where Alice finally began to understand her powers. As a Sylph, she knew that she was capable of healing abilities, but she was unable to figure out what "Sight" referred to. At first, she had thought it meant her own Foresight, which had been damage upon entering the game. This turned out to be incorrect.

Instead, Alice attempted to use her healing powers on Signless in his brainwashed state. Much to her surprise, it worked. She was able to clear the Horrorterror influence from his mind, but only while she was physically touching both his real self and his dreamself. It was enough to grant him a few hours of sorely needed rest. She also realized that she could use it on herself to calm her frenzied cravings at the scent of blood--something she had never been able to do before.

The culmination of this event ended in a number of players being brainwashed in the same manner as Signless. Alice was alerted by Madame that one of those players was doing something strange on the roof of her house. That strange something turned out to be a collective ritual that would further sabotage the game and force them to reset it. Alice and Davrex confronted the brainwashed player on her roof and attempted to disarm and subdue him. Unfortunately, the player tasered Davrex, and Alice had to rush to save him. In the course of doing so, the player set off his portion of the ritual and fled the planet.

Following this incident, Alice was cornered by Madame about the true nature of her abilities, and Alice reluctantly filled her in. Eventually, the brainwashed players were rooted out and the influence was cleared from their minds.

Alice is being pulled to the Meadous some time after these events.


How did they change from their canon personality wise (Please explain what caused it to happen?) Change is not something that vampires like Alice do well. For better or worse, Alice and her kind are solidified in their personality the moment that they are turned from human to vampire. It takes a fairly monumental act to change even a small part of them, but be that as it may, there are a few things that have changed Alice during her time in JarJammed.

For one, Alice has always been a sociable person. Living the isolated life that she does away from everyone but her family is only bearable because of her family. Without them, she was forced to interact with the other non-vampires around her--something that is typically forbidden. She spent a lot of time during the first few weeks trying to keep to herself and staying out of human affairs. When that didn't work as well as she would have liked, she began to open up to a few people: Davrex (a close friend), Madame (her server player), and Gil (a half-vampire who she met anonymously).

She still worried immensely about their safety with regard to knowing her secret life, but the fact that she was able to trust them shows a bit of growth that was beyond her in canon.

Furthermore, without her Sight, Alice had to come to terms with the fact that she couldn't use the future to her advantage. This wasn't so much a personality change as something that she had to adapt to. However, this did make her less reliant on her abilities and more willing to entertain her own doubts (which helped open her up to others).

How did they change from their canon physically (Please explain what caused it to happen?): Since Alice is a vampire, she is actually incapable of changing physically by any normal/typical means. Thus, she did not change physically at all for her duration in Jarjammed.

Powers: Being a vampire, Alice possesses a number of species-specific abilities:
She has supernatural speed, strength, reflexes, and stamina. She doesn't require air, though it makes her uncomfortable to not breathe, since it cuts off her sense of smell too. She also has exceptional hearing that lets her hears sounds from miles away and enhanced vision that can see minute details untraceable to a human's naked eye. Her body does not grow--not in height or hair or nails or anything else. If any parts of her body are removed, they can be reattached or regenerated. Any and all of her bodily fluids have been replaced by venom, which coincidentally makes her incapable of shedding tears. Her skin is also hard like granite, and she can't be cut or stabbed by anything other than supernatural means. She also can't fall unconscious by any natural means, and she can't sleep. She can't die unless incinerated with fire.

With all of that bullshit out of the way, Alice has her own specific ability that is unique to her and only her: Foresight. This ability allows her to see the future in visions. They can be from days or weeks or years in the future, and located anywhere in the world (though she can only recognize the place if she's been there). The stronger her relationship is with the subject of the vision, the more clearly the vision comes to her. Most of the time, her visions are voluntary. She has learned to control when and where they happen, so she can purposefully search someone's future as easily as skimming a book. In a similar manner, she has learned to use this ability to predict an opponent's moves in battle. But sometimes her visions are severe enough and sudden enough that they strike her out of the blue, taking her completely by surprise.

(I would go into that more, but since her foresight was restricted in Jarjammed, I would like for it to be restricted here as well. As such, it's a moot point, so I'll spare you the long explanation on how it works.)

In Jarjammed, Alice was the Sylph of Sight. Sylph is a class of healers, so naturally a Sylph of Sight would be a healer of Sight, with Sight being assumed as a word for "direction" or "purpose" or "clarity". Alice was able to use her powers to "heal" a mind that had been clouded, either by misconceptions or prejudice or any sort of negative emotions. Her power doesn't necessarily allow her to give a person insight or understanding that they didn't already have, but instead helps to 'clear' a path for the person's own thoughts to flourish.

Possessions:
-A spirograph necklace
-A ridiculous amount of clothes (too many to list them all)
-Some makeup
-A chess set
-Her computer and fashion designing software
-A pressure-sensitive digital tablet
-A (nonfunctional) SBURB cd
-A glass coffee table
-Her brother's CD collection + stereo

Please provide three samples from your previous game, at least one will have to be third person with context:
Sample One: Heart-to-heart with Davrex, prose
Sample Two: Another heart-to-heart with Madame, text
Sample Three: Anonymously talk about vampires, text

Notes: Hi friends.
pythianpixie: (Default)
INTO THE HEDGE
Seeming: Servant (Fairest)
Role: Inner guard/bodyguard.
Abilities:
Being a vampire, Alice already canonically possessed a number of species-specific abilities:
She had supernatural speed, strength, reflexes, and stamina. She didn't require air, though it made her uncomfortable to not breathe, since it cut off her sense of smell too. She also had exceptional hearing that let her hear sounds from miles away and enhanced vision that could see minute details that were untraceable to a human's naked eye. Her body did not grow--not in height or hair or nails or anything else. If any parts of her body were removed, they could be reattached or regenerated to their previous wholeness. Any and all of her bodily fluids had been replaced by venom, which coincidentally made her incapable of shedding tears. Her skin was also hard like granite, and she couldn't be cut or stabbed by anything other than supernatural means. She also couldn't fall unconscious by any natural means, and she couldn't sleep. She couldn't die unless incinerated with fire.

Alice also had her own specific ability that was unique to her and only her: Foresight. This ability allowed her to see the future in visions. They could be from anywhere from minutes to years in the future, and located anywhere in the world (though she could only recognize the place if she'd been there). The stronger her relationship was with the subject of the vision, the more clearly the vision would come to her. Most of the time, her visions were voluntary. She learned to control when and where they happened, so she could purposefully search someone's future as easily as skimming a book. In a similar manner, she learned to use this ability to predict an opponent's moves in battle. But sometimes her visions were severe enough and sudden enough that they would strike her out of the blue, taking her completely by surprise.

There are three limitations to Alice's visions. First is that her visions are subject to the decisions that people make. Imagine a train on set of tracks. At every point where a choice can be made, there is a junction and the track splits. Some splits made by more trivial choices (what you eat for lunch on a particular day) will eventually recombine into one track, but others will remain separate. At some junctions, one track is more likely to be taken than the other. What Alice can see depends on what track this train is on. She can see the main track, and to a lesser degree any branch-offs. The clarity of the vision is dependent on how likely the train is of traveling that track. If the train is incapable of switching to any other track (either because it's the immediate future or because the nature of the person always brings them back to this decision), then the vision is crystal clear. But if a particular track is unlikely, then the vision is hazy or muddy. If two or more tracks are equally likely, the vision flickers back and forth to accommodate them. There have also been cases where too many decisions are tangled up together and the future is so hazy and blurred as a result that it is unreadable to her.

The second limitation of her foresight is that she can only see creatures that she can relate to. She eventually explains that she can see vampires the clearest because she is one; she can see humans less clearly because she used to be one; but she can't see werewolves or half-breeds (or anything else) because she was never one. Other creatures register as blind spots in her visions, and just being around any such creature lessens the strength of her ability. Standing right next to one makes the visions vanish completely.

The third limitation is that she can only look forward, not back. Once an event has occurred, she isn't able to go back and look at it to see what happened. She can only see what the results of that event will be. (Granted, her mind works so quickly that even when split-second decisions are made that change the outcome of the future, she has time to very briefly see the vision before it comes to pass.)

(I might also note that she is not omniscient with this ability. She can only look at one thing at a time. Her mind is exceptionally fast, and she is free to jump around to read any point in a person's future, but she can't just look at the future in its entirety. She has also been known to overlook important things simply because she was concentrating on looking at something else.)

As a changeling and specifically as a bodyguard, Alice's powers are useful in multiple ways--especially her foresight. Primarily, she uses it in battle to preemptively guess her opponent's moves. Out of battle, her abilities allow her to probe the future for any nefarious designs against her Master. However, her visions are much more hazy when dealing directly with other Fae, instead of just their servants.

Alice's indestructibility will also coincidentally be reduced in this setting, since everyone is technically of supernatural status now. Her skin is still hard and cold to the touch, but not unbreakable like before. Also, due to her crystalline form, her vampiric regenerative abilities will translate to moderately accelerated healing and being able to grow back limbs over time.

Description: Originally, Alice was naturally tiny and lithe, built like what a human might imagine a fairy to be. She was the smallest of her adoptive family, wore her brown hair cropped short, and had porcelain-like skin. Being a vampire, her skin was also hard and unyielding, and was said to sparkle like diamonds in the sunlight. "Dazzling" was a term used for her brother, another vampire like her.

As a Fairest, Alice is literally a work of art. Her body is translucently crystalline in appearance. Light both glitters across her surface and refracts through her like a prism. Her physical shape remains unchanged, but the features are visually semi-obscured without any sort of pigment of her own to differentiate them. She has the same eerie habit of standing perfectly still as she did when she was a vampire, making her look like a real statue.

Reasoning: In canon, vampires are supposed to be remarkably beautiful and incredibly lethal. Setting her up to be a Fairest guard wasn't a very far stretch of the imagination, especially considering her natural powers make her a skilled combatant against almost any enemy. It's difficult to out-maneuver someone who can read your choice of attack.

Her appearance itself is a nod to the vampire description in canon as "sparkling like diamonds" when in the sunlight. Now she gets to sparkle all the time.
pythianpixie: (Default)
OUT of CHARACTER
Name: Michi
Other characters: Terezi Pyrope

IN CHARACTER
Name: Alice Cullen/Mary Brandon (AU: Alicia "Alice" Cullen/Meredith Bourne)
Fandom: Twilight series
Canon point/AU: Panem AU / Stylist for District 11
Journal: [personal profile] pythianpixie
PB: Ashley Greene (Alice's actress from the movie adaptation)
History: (Alice Cullen's canon wiki page, for reference.)

Originally native to District Four, Meredith Bourne lived by the ocean with her father, her mother, and her younger sister. Her father was a fisherman, like most of the men in the district, and her mother often spent her time mending nets and other tools of their trade. The work was hard, but they got along well enough, considering the favoritism that their district held with the Capitol.

As soon as she could walk, Meredith spent much of her time splashing about in the water near the docks--under the careful supervision of her mother. It was one of the things she loved most about her home. Under the bright sun and sea-breeze, she grew into a healthy, active, curious child.

At the age of five, Meredith began assisting her mother with Repairing the nets. Though inexperienced, her young fingers took well to the work, and she rarely complained. There was something distinctly enjoyable about her time spent working knots and sewing patches, mostly because of the pride she felt in holding up a finished net or a completed tarp and seeing that pride echoed in her mother's eyes.

Just as eager to please her father, Meredith began insisting that he bring her on the trawling ships with him. The response was a resounding no, but by the time she had turned eleven, he conceded. By this point, her sister was six and old enough to take up the mending work with her mother, while Meredith was finally allowed to help her father.

At the age of twelve, Meredith inevitably found herself being rounded up for the Reaping with the other children. Being from a Career district and having no need to sign up for tesserae, there was very little likelihood of her being picked. Even if she was chosen, there would inevitably be a volunteer from the pool of girls who had trained for the honor of being the Tribute. Still, her parents were greatly relieved when her name was never plucked out of that glass bowl.

Then, when she was only fourteen, tragedy struck. While accompanying her father aboard his trawling ship, they collided with another trawler out in the ocean, sinking both ships. As the collision shook the boat, Meredith was thrown into a wall and knocked unconscious. By the time she came to, she was floating on a ragged piece of debris in the middle of the water. Someone had obviously saved her life, but as far as she could tell, there was no one around. To make matters worse, she couldn't remember anything, not even her own name.

She finally washed up on shore two days later, nearly dead from heat exhaustion and dehydration. No one really knew what to do with her, except to send her to the local hospital. She recovered physically, but despite the efforts of a few kind people, the child was incapable of remembering anything--and seemingly just as incapable of speech.

Meanwhile, enter Dr. Cullen. A native of the Capitol, Cullen's profession is technically that of a very skillful doctor. However, many Capitol citizens have more need of a plastic surgeon than they do of a doctor; so despite his original preference for healing the sick and injured, he does most of his work with alterations and embellishments on human bodies.

Bodies that pay him quite well.

In turn, he often uses a good deal of his funds to assist in philanthropic endeavors: charities, donations, and patronage to the Games. Occasionally, he will even offer to tend personally to any Victor that he favors.

It was just such an offer that brought him to District Four during the Victory Tour. The Victor this year had been complaining of pain flaring up from his healed Arena wounds, and after all the money Dr. Cullen had funneled into sponsoring him, it wouldn't do to watch him stumble about the Districts lamely. Especially not with all of Panem watching.

It was toward the end of the celebrations in District Four that the child and the doctor crossed paths. There was nothing exceedingly special about the occurrence. It was only out of kindness that the doctor even bothered to inquire about the strangely quiet child with the unwavering stare. When told that she had washed up on shore with no memories and no one to claim her, he made a few customary comments of sympathy and went on his way.

It wasn't until after she had been relocated to the orphanage and after the Victory Tour had concluded that someone finally showed up to retrieve her--but not officially. Some less than legal exchanges were made, off the record as it were. As far as the orphanage was concerned, the child never really existed. With no idea who she was or where she had come from, who was to say otherwise?

The child, however, was not taken to a new home in District Four. Outfitted with new clothes and a new identity, she was smuggled into the Capitol as Alicia Cullen. It was there that she met the doctor again, who she learned had fashioned her adoption into Capitol life.

Over the next few years, Alicia took the time to study the things she had forgotten. She learned how to speak (in a decidedly Capitol way), how to write. She eventually took up singing and drawing, as well. She learned the names of her new brothers and sisters, who she was almost certain were acquired in similar manners. And she learned to never ever mention what brief memories she had of District Four.

Eventually, Alicia found her passion in fashion design. It was a combination of art and fashion and practicality--combining all three into one, even when some of those aspects were at odds with the others. Practicality, she found, was always the hardest measure to abide by in the Capitol atmosphere. Her adoptive father encouraged her to chase after her ambitions, and within a few years she managed to land a spot on District Eleven's prep team.

Her talents flourished with the devotion she put towards her Tributes. She poured her heart into making each person in front of her as lovely as she could manage. Beauty was a fickle thing in the Capitol, but if she could use it to grant them a fighting chance, then so be it. It was the very least she could do for the people that she still felt some semblance of camaraderie with.

(As of the beginning of the 75th Hunger Games, Alicia was still part of the prep team. However, if accepted, I intend to use that moment in time as her 'promotion' to Stylist for the 8th Arena. It makes a good excuse for why she's just now properly meeting tributes and all.)

Presentation:
Frequently referred to as pixie-like in appearance, Alicia Cullen is the smallest member of her adoptive family. She stands at 5'5" with a seemingly delicate and petite frame. Her dark brown hair is cropped short, usually flipped out at the ends and stylishly windblown. Occasionally, bits of her hair will be dyed one color or another--streaks or tips that are fashioned to match her outfit of the day. Her eye color, while originally a shade somewhere between blue and green, has been altered to a subtle amber hue; and what used to be sun-browned skin has been lightened to an almost porcelain complexion and dusted with what looks like glitter. It has a subtle effect of shimmering when she moves, catching a bit of whatever light is thrown her direction and adding to her fae-like appearance.

On the surface, Alicia is one of the most cheerful and optimistic characters in her entire series, and this carries over to her AU self. She is bubbly and outgoing, absolutely loves both planning and attending parties, and enjoys occasional good-natured mischief. Despite her humble beginnings, Alicia takes to Capitol life like a fish to water. So much so, that her unwavering optimism is often mistaken for the same sort of whimsical self-centered obliviousness that the Capitol populace is stereotypically known for. However, it's not that she doesn't see the bad in a situation, she just chooses not to let it interfere with finding the good. It's the sort of mindset that has helped her bounce back from numerous hardships.

To her co-workers, superiors, and the rest of the Panem, Alicia is always engaging and creative; and as a stylist, she throws herself into her work. Appearance is the lifeblood of many of the Tributes, and she aspires to bring out the inner beauty in all of them, to make them unforgettable in the hopes that it will carry them through survival to victory. She knows that not all of them are going to survive, but that doesn't mean that she can't do her best for them. Every little bit counts.

Motivations:
On the inside, Alicia is a deeply caring individual. She has her passions and her dreams that run parallel to the typical Capitol ideals, but what she really loves the most is seeing others being happy. She uses her creative spark and her sense of fashion to bring out the best in her Tributes, hoping that if she can make them beautiful on the outside, it will touch something on the inside as well.

But while her compassion does run deep, so does her stubbornness. It's not a trait built on pride or the inability to listen, but rather a steadfast mindset that doesn't allow her to give up until all options have been exhausted. When threatened, or more importantly when those she loves are threatened, it has the potential to turn into an unflinching sort of bravery. She has limits, yes, but her willpower can be a force to contend with if the cause means enough to her.

Alicia also has a tendency to speak her mind, so long as her thoughts don't have the ability to hurt anyone around her. She's very conscious of what she can and can not say; and if she thinks that she can say it, then it is typically out of her mouth without another thought. It's not in her to cater to others' opinions, to follow the majority without a reason, or to say something that she doesn't mean. She's also the sort of person that if she makes a promise, she holds herself accountable for following through, no matter what.

SAMPLES
Thread: These threads are from a game where powers are still available, so Alice is still a vampire and has all of her vampire qualities. However, the personality is still very much the same, with her secrecy about vampirism being substituted for her secrecy about being from District Four. These logs highlight her stubbornness and also her compssion for other people:
Thread 1
Thread 2

Prose: 200 word minimum. To mimic the spirit of capriciousness within this game, please write your third person sample based on the following prompt:

You have been set in a room in front of the Gamemakers to be judged on a score of one to twelve, with one being the lowest and twelve being the highest. The Gamemakers sit safely behind a force field and watch, and you are provided with an array of weapons and targets, though no gun to be seen.

If you are someone from Panem, then you are very unlucky. You know what's going on but... you were told all the tributes were from a foreign land now. So why are you in front of the Gamemakers fighting for your life now? Are you a criminal, a traitor, deeply in debt? Or do you even know why you were shoved in to this room?


Alicia stumbles as she's shoved into the room, her movements jerky and stiff from the abject terror threatening to freeze her solid. This can't be happening, she tells herself for the fifteenth time, but it's no use. If this is a nightmare, she's not waking up from it. If it's not... she can barely think about it without stirring up a panic in her chest.

She doesn't know how they found out, but it must have been something. Some record or file, or someone with loose lips... Somewhere along the line, something slipped.

They knew. They had to know because otherwise why would she be here? Real Capitol citizens didn't play in the games. That wasn't what they were for, not even when the rules were changed and the Tributes were changed. No, only the districts suffered for this; either personally or vicariously through others. And now her personal suffering was going to be a vicarious message to everyone else: Stay in your place. Don't try to be something you're not.

She wants to cry. She wants to, but she doesn't. Maybe she's too scared to even form tears, or maybe she's too transfixed by the people in the seating above her. That moderately sized box, filled with food and drink and--most importantly--Gamemakers.

She knows most of these people. She's worked with some of them, and they're just standing there like they don't know her. Like they don't know that she's not supposed to be here.

Some of them must, though, because not all of them are looking at her. Not all of them can meet her gaze. It gives her a little strength to work with, knowing that they know that this isn't right. Or maybe they're just afraid for themselves and the knowledge that even those working behind the scenes can end up under the spotlight themselves.

Her lips are dry and her throat feels as if she might choke, but she manages to hesitantly make her way over to the space in front of their seating. "Alicia Cullen," she announces, the small tremor in her voice sabotaging the bravery she's trying to put forth. She's terrified, humiliated, sick with worry for her family, and dreading the knowledge of where she will end up; but she won't let them see her break. She's determined not to give in to their entertainment.


What is your character scored: 5? While Alicia doesn't have any sorts of powers or special abilities, she is still physically fit and has a sharp mind. She may not be very powerful, but her tiny frame makes it easier for her to run and hide, and she's also a very good swimmer.

Additional information:

What is your reasoning for the capitol to include your canon doppelganger if they app in?
Being slated for the Arena is actually a very real fear of Alicia's. Not only is she a district native masquerading as a Capitolite, but since she was adopted at the age of fourteen, there are four years worth of Reapings that she didn't participate in. She is pretty sure that both of those things are punishable by death several times over. How convenient that they can actually do that now. If Alicia ever needed a reminder of how precarious her position is and how she should be minding her loyalties, sending her canon doppleganger into the Arena would certainly do the trick.

What district is your character from?
District Four, originally, but she currently lives in the Capitol thanks to her adoptive father.

How do they feel about home?
Alicia is sentimental to the districts, but it's not something that she displays openly. She knows well enough that her position is a dangerous one, if anyone knew the truth, so she keeps her head down as far as her opinions go. Still, she feels sorry for the Tributes that are slated to fight in the Games, and she wishes that she could do something--not only to help them, but to help the districts as a whole.
pythianpixie: (Default)
PLAYER INFO:
Name: Michi
Preferred pronoun: feminine
Preferred means of contact: AIM (streams of time/yumesukidesho)
Any other characters currently in-game? Neophyte Redglare

CHARACTER INFO
Name: Alice Cullen
Gender: Female
Source: Twilight saga (book version)
Canon point: Following the reluctant relocation to Alaska in New Moon (year: 2006)
Age: physically 19, actually 105 (Born 1901, Turned 1920)
Color: #CBA135
Chumhandle: pythianPixie

History:
Alice doesn't remember a lot of her life before she was turned. Normally a vampire remembers their human existence, even if it is hazy and detached. For her, there was darkness, and not much else. Through research she discovered that she was born in 1901 as Mary Alice Brandon from Biloxi, Mississippi. She had a father, a mother, and a younger sister. However, due to the era and her uncanny ability to predict the future, her parents shut her away in an insane asylum. The date on her tombstone matched the date of her admission, implying that her family gave her up for dead.

While in this asylum, Alice spent much of her time alone in her dark cell. Her only caretaker was an old (and nameless, as far as anyone knows) vampire posing as a nightly staff member. When another vampire--a tracker by the name of James--caught her scent and began to hunt her, the old vampire turned Alice, rather than let her be killed. James killed the other vampire out of revenge, then left. Alice woke up alone, newly-changed, and with no memory of what had happened.

Fortunately, Alice had her visions to guide her. One of her first visions was of her future-husband and soul-mate, Jasper. She saw them meeting in a little diner in Philadelphia and that from there they would travel in search of the Cullens to live a "vegetarian" lifestyle. So, Alice went to Philadelphia to wait. When Jasper finally arrived (without even knowing that he was meant to be there), it was implied by her greeting that Alice had been waiting for a long time--years, possibly. Even though he was bewildered at this strange initial meeting, Jasper agreed to join her.

From there, Alice and Jasper sought out the Cullen family and eventually joined them in the 1950s. Part of their new lifestyle involved blending in with the humans, so it became Alice's job to check the future for dangerous events. Working alongside her adopted brother Edward and his telepathy, they served as early warning detectors in case any humans began to suspect them of being abnormal. When that began to happen--or if an unfortunate incident occurred, the Cullen family would quietly pick up and leave town to find a new residence. Sometime after the turn of the century, they moved to a small town called Forks, Washington.

During this point in time, the Cullen family was attempting to strengthen Jasper's self-control. He was the newest member to their eating habits and the most easily provoked by the sight and smell of blood. Because of this, Alice's abilities were completely focused on Jasper. When Bella Swan moved to Forks, Alice didn't notice anything until after Bella and Edward had already met, and by that point it was too late.

Almost immediately after meeting Bella, Edward made the decision to avoid her like the plague. Alice saw him heading to Denali, their sister coven in Alaska, but she also saw that he would be unable to stay away. Whenever Edward's resolve would waver, Alice's visions would become clear again. She saw only two futures for Bella: death by Edward's hand, or life as a vampire. Edward vehemently refused to ever change her, and this caused Alice a great amount of worry for the human girl (that Edward refused to let her meet), since she also saw herself being very close friends with Bella.

Eventually, Edward caved and Alice was elated at being allowed to meet the girl who would become her best friend. When Edward brought Bella to his home for a proper introduction, most of the family conversed with her carefully at a reasonable distance to avoid scaring her. Alice, on the other hand, happily bounded up to the girl and immediately hugged her like they were already sisters.

That afternoon, Alice informed Edward that a group of traveling vampires had decided to venture near their area, but they wouldn't be arriving until later in the week. It was a warning meant to ease his fears for Bella's safety. Alice also mentioned that the weather would be perfect for a family baseball game, and that he should invite Bella to watch. Both agreed to this idea. The game was held at a open field several miles from town, where no one would stumble upon them.

Everyone was enjoying themselves a great deal, up until Alice suddenly halted everything to inform them that the nomadic vampires had changed direction. They had heard the sounds of the baseball game, and they wanted to play as well. There wasn't enough time to get Bella to safety before the nomads arrived, so the Cullens hid her among themselves and tried act normal. Their plan backfired when one of the three nomads--the same James that had hunted Alice eighty years ago--caught Bella's human scent. A fight nearly erupted right there, but Carlisle (the "father" of the family) negotiated with the nomads and convinced them to back down and leave. At least, that was what James seemed to agree to, but from reading his mind, Edward knew that he enjoyed a challenge and he would hunt Bella until he had killed her.

Ironically, Alice suggested that Edward change Bella to avoid her being killed--unwittingly providing the exact same solution that had once been used on her. However, Edward was still stubbornly against that idea, so Bella herself provided a different one. She would leave her father's home and say that she would head for her mother's. James would think that she was running away with Edward to go somewhere else, while she was actually doing exactly what she said she would. Meanwhile, Edward would stay behind to hunt down and fight James. Alice and Jasper were assigned to drive Bella back to Phoenix, Arizona where Bella's mother lived. The plan worked for a little while.

In Phoenix, Alice, Jasper, and Bella holed up in a hotel and waited to hear news from Edward when he had killed James. Instead, James ransacked Bella's mother's house and used her voice from a home video to get Bella onto the cellphone. Then, he threatened to kill Bella's mother unless Bella made plans to get away from her vampire protectors. Alice saw the visions of Bella's death resulting from her escape, but she couldn't figure out how it came to that.

In an act of desperation, Edward decided to come retrieve Bella so they could flee from James. While waiting for Edward's plane to arrive, Bella used her previous knowledge of the airport to slip away from Alice and Jasper. When Edward arrived and Bella was nowhere to be found, Alice led them to the place she had seen in her visions--a dance studio down the street from Bella's mother's house. They found James before he could kill Bella, but not before he had bitten her. Alice helped Carlisle patch Bella up while Edward sucked the venom out of her system. Meanwhile, Jasper and Emmett (another Cullen brother) disposed of James.

Bella recovered, and all concerned parties were informed that she had "fallen down the stairs and through a window at the hotel". Alice was delighted to forge the evidence. She was also likewise delighted to use Bella as a three-dimensional dress-up doll when prom rolled around--much to Bella's horror. And further delighted to throw a huge birthday party when Bella's eighteenth birthday arrived, again to Bella's horror. They are the best friends. (This is my attempt at a quick segue between books. It is terrible.)

The party was lavish and over-the-top with bowls of flower petals floating in water and glass dishes and balloons and streamers. It had Alice written all over it. Unfortunately, Bella's clumsiness provoked a serious accident that resulted in blood, and Jasper almost killed her. Afraid for Bella's safety, Edward asked the Cullens to leave Forks, while he himself disappeared from Bella's life. Alice and the rest of her family moved to Alaska to live with the Denali coven for a while.

Personality:
Alice is one of the most cheerful and optimistic characters in the entire series. She is bubbly and outgoing, loves parties, enjoys occasional good-natured mischief--but don't listen to her brother when he says she's annoying. He is obviously wrong, like always.

Straight-forward to the point of being just a little alarming at times, Alice isn't afraid to tell people what she thinks. She's honest with her feelings, and she doesn't censor her excitement or the strangeness that comes from her prophetic visions. More than once, other characters have been at least vaguely put off by Alice's candid statements about the future--like when she greets Bella for the first time with "We're going to be best friends" and no explanation.

Alice also cares deeply for her adopted family, loving them like the real family that she doesn't remember having. She uses her visions to watch over them--Jasper especially--and will intervene whenever she sees unfortunate results rise from their actions. In the few instances where she was not able to subvert trouble with her gift, Alice was distressed and deeply apologetic. This role is so ingrained that she can't help but perform it to the best of her abilities.

Along the same lines, Alice is fiercely protective of anyone that she cares about. Despite her sweet demeanor, she has shown more than once that when provoked, she is capable of being just as vicious and terrifying as the rest of her species.

Abilities & physical limitations:
Being a vampire, Alice possesses a number of species-specific abilities:
She has supernatural speed, strength, reflexes, and stamina. She doesn't require air, though it makes her uncomfortable to not breathe, since it cuts off her sense of smell too. She also has exceptional hearing that lets her hears sounds from miles away and enhanced vision that can see minute details untraceable to a human's naked eye. Her body does not grow--not in height or hair or nails or anything else. If any parts of her body are removed, they can be reattached or regenerated. Any and all of her bodily fluids have been replaced by venom, which coincidentally makes her incapable of shedding tears. Her skin is also hard like granite, and she can't be cut or stabbed by anything other than supernatural means. She also can't fall unconscious by any natural means, and she can't sleep. She can't die unless incinerated with fire.

With all of that bullshit out of the way, Alice has her own specific ability that is unique to her and only her: Foresight. This ability allows her to see the future in visions. They can be from days or weeks or years in the future, and located anywhere in the world (though she can only recognize the place if she's been there). The stronger her relationship is with the subject of the vision, the more clearly the vision comes to her. Most of the time, her visions are voluntary. She has learned to control when and where they happen, so she can purposefully search someone's future as easily as skimming a book. In a similar manner, she has learned to use this ability to predict an opponent's moves in battle. But sometimes her visions are severe enough and sudden enough that they strike her out of the blue, taking her completely by surprise.

(I would go into that more, but it's a moot point here, so I'll spare you the long explanation on how it works.)

Appearance:
Frequently referred to as pixie-like in appearance, Alice Cullen is the smallest member of her adoptive family. She stands at 5'6" with a delicately petite frame and porcelain-like skin. Her brown hair is cropped short, usually flipped out at the ends and somewhat messy--albeit fashionably messy. Her eye color ranges from an amber gold to black depending on how strong her thirst for blood is, the darker the color implying the stronger the thirst. It takes approximately 2 to 3 weeks to make the full shift in color.

Fashion is an extremely important aspect to Alice, so her clothing choices are many and varied, though she seems to lean overall towards darker shades. Nevertheless, she is usually seen wearing a ribbon and lace choker with the Cullen family crest on it.

Also, she sparkles in direct sunlight. GOOD THING THERE'S NONE OF THAT IN THE MEDIUM?

Notable AU differences from canon, if applicable: N/A

Strife Specibus: fangKind, clawKind
Prototyping: Chess piece: Knightsprite (Causes the underlings to teleport in oddly specific patterns--like a knight on a chessboard.)
Title: Sylph of Sight

In-game abilities: Canonly, Sylph is a class of healers, so naturally a Sylph of Sight would be a healer of Sight, with Sight being assumed as a word for "direction" or "purpose" or "clarity". Alice would be able to use her powers to "heal" a mind that had been clouded, either by misconceptions or prejudice or any sort of negative emotions. Naturally, her player level will affect the degree to which she's able to heal, starting out with small minor things (which may or may not take as a permanent change) and growing towards more deep-seated, permanent feelings.

This power doesn't necessarily allow her to give a person insight or understanding that they didn't already have, but instead helps to 'clear' a path for the person's own thoughts to flourish.

Planet: Land of Heat and Flow
From the sky, LoHaF looks like little more than a ball of lava. The surface is bright and glowing red with patches of darkness here and there. Closer to the surface, it becomes apparent that LoHaF is a ball of lava--with masses of "land" that alternate between dark obsidian and transparent glass overlaying great oceans and flowing rivers of lava. The consorts that live here are chupacabras: greenish-grey creatures with leathery skin that stand only three and a half feet high. They are bipedal, resembling kangaroos in their hind legs, their tongues are forked, and spines line the pronounced ridge of their backs. They live in clusters that resemble villages with homes made of cooled lava globbed together. Plantlife is sparse and poorly grown, but somehow the creatures have managed to eke out a living by raising goats on whatever they find lying around that appears edible. At least, that was the plan before Ifrit began demanding goats as payment to keep him from melting the glass out from under their misshapen feet.

Denizen: Ifrit
Consorts: Chupacabras

RP Sample:
Here, have an Alice!

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Alice Cullen

July 2016

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