This is a bowl contest for the eldest daughter of Tweedle Dee and Keris Airay, do not fret if you are not familiar with the family or world setting! There are several posts below to guide you on your way, and all are free to enter. Note: This bowl will have edits as an adult, and will very likely be Halloween themed. Owner Beware!
Best of luck!
♠♥♣♦
Round 1: Ends October 12th at 11:59 pm CST
♠♥♣♦
Rules
♠ Everyone is free to enter. If I find out about anyone being discouraged from entering my boot will go up their a**. ♥ We understand people have lives offline, but don't take the bowl and run. This is a very loved family and we'd love to see you stick around. ♣ Please have at least a basic understanding or a willingness to learn about Wonderland, HnKnA, and this family before entering. This family is very world-setting dependent. ♦ You may edit your entries for both rounds up until the close. After that any editing will disqualify you.
The Twins, their mates, and their children all live in the Hatter Mansion within Wonderland by Blood's good graces. This means a very loud, chaotic, and confusing environment! But it also means never having to be alone, and there's always someone to rp with, plot with, and just general mayhem <3
To find out more about their home and world setting, look to the next post.
The Twins share everything, including mates. This means that Dee, Dum, Keris, and Marise all see each other as love interests and partners; they simply just each have a favorite. This is a mutual relationship. The kids will be raised with four parents~
♠♥♣♦
Tweedle Dee - Father Dee is one of the bloody twins and quite the unconventional father. Sometimes he's an adult, and sometimes he's a child...literally as he can swap back and forth from his adult form to his kit form. He loves to play with his kids, although sometimes the 'play' can be a little on the life threatening side. Chances are his kids will all be introduced to weapons at a young age, and taught how to use them. (After all, isn't this fun?~) He'd also be very protective of his family.
Magic: The ability to age-shift at will Weapon: Pole-axe
Keris Airay - Mother The daughter of Glaive Airay and Crimson, Keris is your birth mother and every bit as violent as the Twins. Possessing a bit of magic from both of her mothers and a penchant for death, Keris is dangerous and definitely one of the bloodier Airays. Manipulative and cruel, she enjoys death and violence, and loves the 'games' the Twins engage in with her.
As a mother she is protective and demanding. She would expect her children to be lethal and cunning, anything less might be a disappointment in her eyes. This could very well change with age and circumstance, but raising kids to her is very akin to breeding herself an army. Besides the breeding part is fun~ *cough*
Towards those she cares about she's more of an overgrown cat. She can be very loving, but you never know when the claws are going to come out.
A good test to knowing if Keris cares about someone is for them to offend her. If she simply ignores them or tries to turn it around on them, she cares. If they're dead, then she didn't.
Magic: Wonderland side: The ability to summon her blades and her giant, leathery wings; which can come and go at will. Crimson's Bloodline: A mix of Red and Purple magics; she can absorb some energy from killing someone, and the bloodlust replenishes her. She has a minor talent for confusing enemies and can potentially move puddles of blood at will; though this isn't well trained and is of no use currently. Weapon: Keris blade, daggers
Tweedle Dum - "Father" Tweedle Dum is childishly cruel, yet there is a type of innocence in his cruelty. However this mindset does not extend towards his mate, who he will instantly take a more perverted, mature adult side to. Dum likes to skip work and kill for the fun of it, saying he's playing with whomever had the misfortune of being around at the time. Dum prefers using his pole axe to his gun "because axes are more fun." Dum, like his twin brother, looks up to people who are mature or who benefit him, but everyone else, expect his mate is subject to their insults and/or teasing. Dum tends to be rather spontaneous and live more in the moment than the other inhabitants of Wonderland he also is super close with Dee needing to apparently do everything with him. However he does like money more than his twin.
Magic: The ability to age-shift at will Weapon: Pole-axe
Marise - "Mother" Sweet and kind, Marise is loving and giving to a fault. She's generous of herself and with her love, and is the healer of the bunch. her magic does come at a cost though, it drains her energy to the point where she can pass out. When things escalate too high, it's Marise that helps bring everyone back down.
Chances are that of all the parents, Marise will be the best at raising the kids. The one to listen to them and help them grow. That isn't to say the others don't love their children just as much, they're just from Wonderland, and perhaps slightly insane...
Magic: The art of healing (and making kick-a** brownies) Weapon: She'll kill you with kindness.
Tweedle Adze Airay - Sister Adze is a bloodthirsty little kitten, she is claws out on everything. Even a simple game can turn bloody as not only is she as rough and tumble as it gets, but blood has always been a natural part of play for her. She may be the youngest, but she isn't shy or spoiled; she doesn't like the sidelines and refuses to stay there. Expect to be kept on your toes with her around.
Adze will be extremely proficient in whatever weapon she is able to manifest as she'll be getting lots of training. She will only pull the weapon during family 'games' and when she's seriously about to kick some a**, so if she pulls her weapon on you...start with the pacifying. Magic: ??? Weapon: ???
Tweedle Balestarius "Bale" Airay - Brother The middle child and first son, Bale is a good mix of all of his parents. Imbued with the morals that Marise has taught him, he tempers his love of battle with choosing to fight for just causes. More defensive than offensive, Bale will likely be patient and one of the older siblings that tries to shepard the others about; keep them out of at least the worst of trouble. Though I'm sure his patience will be tried time and time again. He'll still be boisterous though, and outgoing.
Magic: ??? Weapon: ???
Tweedle ??? Airay - ??? Marise is pregnant! A new brother or sister is on the way <3
Tweedle ??? Airay - ??? Marise is pregnant! A new brother or sister is on the way <3
About Wonderland and Family Magic AKA - What the hell are you talking about?
♠ - The absolute minimal of what you must know...
●●●●● Those born in Wonderland (and from pure Wonderland blood) do not have hearts, they have clocks. So long as your clock is not destroyed when you die, you can be reborn. (Though that might mess with your head, and you might not have the same 'soul' upon return.) Yes, this means your child will not have a heart.
●●●●● Inhabitants of Wonderland have weapons, if you've read The Golden Compass and are familiar with the daemons then understand that it's along the same line. Your weapon represents you, like being given your purpose. Choose wisely. Also, most Wonderlanders keep a gun on them of one sort or another. Normally this morphs or just disappears altogether. Your weapon could morph into a gun (such as the Twins' poleaxes) or something benign, such as Mary's violin. Others only have a gun as a weapon in the first place, like Boris.
●●●●● Inhabitants of Wonderland possess a bit of magic. Which is unique to each Role Holder. (As in, people of importance in Wonderland.) This means that your magic does -not- have to be like Dee's or Keris's. This magic normally affects your own body, be it shifting your age, your location, or your form.
●●●●● Inhabitants of Wonderland have a blase` outlook on death, due to the immediate reincarnation. There will be violence, blood, and death. Lots of it. If that isn't your thing, this might be the wrong side of the Airay line for you.
●●●●● Tweedle Dee and Dum share the role of the Jack of Spades, and are the guards of the Hatter Mansion in which the Hatter Mafia resides. Your kiddo will be raised here, though once you're an adult it's not required that you stay.
●●●●● Time skips about randomly. There is an in-game logical reason for this, and the Wonderland inhabitants think nothing of it. Morning can become night can become afternoon can become dawn. Within seconds. Time skips also allow Wonderlanders to heal instantaneously. If you suffer a grievous wound, all you have to do is hold it together until a time skip, and your wounds will heal. (You can keep your scars and you can still be sore as hell though.) In the later games this also included seasons. Weather. They will also change at random and on a whim.
●●●●● Wonderland is considered a 'game'. Though no one can discuss the rules, and perhaps not everyone even knows what they all are. The only thing the kids really need to know is that it's absolutely against the rules to destroy a clock. Ever. Doing so will land you in huge piles of trouble. (It will also prevent the clock, and thus that role, from ever being reborn.)
●●●●● Time moves slower in Wonderland than in the Outside world. It's roughly 1 Wonderland year = 4 Outside years. So, say all the kids turn 18 in Wonderland, and one of them decides to go visit the Outside until the next birthday party. When he or she comes back for everyone's 19th birthday celebration, he or she will actually be celebrating their 23rd birthday. This might help explain some of the oddities of the Airay family tree xD Technically, the people of Wonderland don't age. Or certainly don't seem to. They might celebrate birthdays and have families and be aware of the passage of time, but once you're an adult you just don't age. (Unless you have magic.)
♠♥♣♦
♥ - A more in-depth look at the key interests of Wonderland (the abbreviated edition)
Roserain
Wonderland biggrinown and Dirty AKA: What you need to know
Alright, quickie version xD Lesse if I can do dis.
- Wonderland itself is based off a collection of rules and ideas similar to games. For the most part it's easiest to think of it as a deck of cards.
Basically, imagine a deck of cards. In this version of Alice in Wonderland, people are picked for Roles, as if they're cards picked from a deck. Those that get a Role become a face card, such as a King or Queen. These people fill various roles in Wonderland, working and living in specific areas of Wonderland, like how there's suits (Heart, Diamond, Club (also called Clover), and Spades) in a deck of cards.
Those that don't fill roles are number cards, such as the 5 of Diamonds. They still exist in the world, but are called Faceless, and indeed don't have a full face in the games or manga.
Here's an idea of what I mean:
In reality they're just drawn as if they're missing their eyes, but they can still see. It's more of a metaphor for people that you meet in life that aren't important to you. Eventually you forget what they look like and they fade from memory.
As you can also see from the pic, they work in different places too, the first girl works as the Amusement Park (Diamonds), the second works at Heart Castle, and the third works at the Hatter Mansion (Spades) and no one really works at the Clock Tower besides Julius. (That changes in later games and the like, but that's not important here)
So, Boris Airay is a role-holder. The Twins share the role of the Jack of Spades.
---------
Now let's get into some of the more confusing parts. Once again lets think of it as a deck of cards. Everyone in Wonderland (besides Alice, technically. And anyone that visits that's not part of the world setting) is a card in play. Not all cards are in play at one time, there's the discard pile, and the pile that hasn't been drawn from yet as well.
There is also a new element added, everyone in 'play' has a clock. This is in replacement of their heart. So Boris doesn't actually have a heart, he has a clock. Same with the Twins and any offspring with a pure enough Wonderland lineage. (since Marise is from the Outside I can see her kids having hearts.) There is only a limited number of clocks, and in order to be on the playing field and alive, you must have a clock. (In other words, the Airay family keeps Julius hoppin' since he's the guy that fixes the clocks and helps them assign a new After-Image. Not every Airay kiddo was born in Wonderland though, or has a clock-heart. I know Dinah and Keris do.)
Now, lets go back to Diamond number 5. Let's say he gets shot and dies. What happens is the card 5 of Diamonds is put in the Discard pile, and the clock is left behind (to be gathered up and sent to Julius for repair) and the person, the spirit of Diamond 5 becomes what's called an After Image. Sort of a soul, or ghost that wanders around Wonderland. Some people can even see them. (Alice, for example, sometimes sees shadows moving between the trees. Some Wonderland characters will acknowledge that they exist, but it seems to be a topic of taboo to talk about them)
When Julius is done fixing up the clock, a new card is pulled from the deck and a soul is given (one of the After Images, basically) and now it becomes a person that's in play. (There is a single exception to this, Elliot destroyed a clock at one point, but that's off topic)
That's with a Faceless card anyway.
For a Role card, a Face card, let's take Boris again. Let's say Boris gets killed, or is otherwise discarded from play. His clock would be gathered, sent to Julius for repair, and an After Image would take the clock and become the next Role card. In this instance, the next Cheshire cat.
And that person could be anyone. The next Cheshire would be shaped in the image of the Dreamer. In this case, Alice. So the next Cheshire would look like Boris, probably be called Boris, and act like him as if there were a reset button.
What the hell does this mean to the Twins?
It explains the lack of value of life. In a world setting where people die and are resurrected constantly, in a world where your only purpose of being is to continue playing a game by rules you cannot change (think of playing Monopoly for eons with your family and you'll start to understand the need for bloodshed) 'death' becomes the only real thing they can control. It's like getting to hit the pause button on the game, since it takes time for the new Role Holder to come into play. Death is chaos and change and the only thing that can really be controlled in Wonderland. So yea, hopefully that explains some of the bloodlust.
As far as I'm aware, none of the Role Holders have ever been killed and reborn in TLN, nor is that something I personally want to see because the logistics of it would be a nightmare. But the constant fighting and bloodshed is core to the personalities of nearly everyone in Wonderland, so getting hurt and nearly killed is a constant event for them. Marise will probably have her hands full, I know Mis's are. (For those that don't know what I mean, Misericorde is Crim and Glaive's son and a healer. Which reminds me, Crim will probably want to be involved too)
I do not plan on ever killing a character either my own or having one of mine kill. The kids will probably represent a wide variety of personality quirks on the topic. Particularly if Boris has any influence on them since he's a little world-worn and now understands the value of life. I also have no clue if the kids would just be resurrected like the rest of the Wonderland characters. More logistical nightmare s**t I don't wanna touch.
---------------------------------
Other factors that will have an impact on the kids
- Time skips.Time works differently inside Wonderland. Time changes randomly, It could be morning, and then suddenly it's night. Or it's the afternoon and then it suddenly becomes dawn. Time also moves much, much slower. A year inside Wonderland is probably about 4 years or so outside of it.
The speculated theory on this is pretty dark, but I'll explain. Basically, every Wonderland is thought up by a Dreamer, in this case Alice. This is, then, Alice's Wonderland. It is influenced by her wants, desires, etc. (Kyaishi, in 5 years of owning Alice, has been in TLN about 5 times. She is open to free-reign plots and ideas and just lets everything play out since she doesn't have the time and doesn't mind. If you have questions for her though she's my best friend IRL and I can snag her, but you will not have to bow to her desires, she doesn't have any for you to bow to. Play your kids and characters however you want, and if you want plots with Alice I can prod her xD)
ANYWAY. Why does time skip? Because a Dreamer isn't always dreaming of Wonderland. That's the short version. The more in-depth explanation is that Alice is in a mental institution outside of Wonderland, and is being drugged. As she slips in and out of consciousness so does time. She might wake up in the afternoon, fall asleep again, and wake up the next day in the middle of the day. Etc.
(Why she is in a mental institution is waaaay off topic, but if you're curious I can explain more later)
- Time skip healing. When time skips, wounds heal. As far as I remember, this isn't really explained. If Boris gets shot in the morning and he's bleeding out, once the time skips to night his wound completely heals. (This has saved his bacon a few times.) Basically, a healer just has to hold life in their body long enough for time to skip and Wonderland creatures will regenerate. I do not know if the kids want to stick with this, or what you guys think. I'll probably play my kiddo as being affected by this while in Wonderland, but being wounded Outside would be like any of us actually being wounded. He'd have to come back to Wonderland and wait for a time skip to heal.
- The Faceless. Some time ago Musica was questing for Diamond 5, but that was dropped. As far as I know, no faceless has ever been made. Basically they're treated somewhere between second-class citizens, slaves, or just another face(less) in the crowd; depending on personality. Vivaldi treats them as slaves and does indeed kill them at the smallest whims. Blood usually sees them as servants such as maids and butlers. He's dismissive of them but not aggressive or destructive. Boris treats them like staff. He'll talk to them and joke around and laugh and yell, etc. They're people to him, but not friends. Just there. Alice actively tries to remember each one of them and tries to treat them as she would anyone else, which is part of her charm and part of why they like her so much. They're not faceless to her. So far we pretty much use them as NPCs when needed, but haven't really given any names or personalities. This could change later, but if you ever need someone to stop a fight, god-mod a Faceless interrupting.
- Weapons. Everyone in Wonderland is armed in some fashion. Axes, guns, blades, whips, you name it. Who carries what is really up to their personality. Most weapons can morph or disappear on command. Mary's violin turns into a rifle on command. Boris' pistol is always tied to his chains, even if you can't feel it or find it. All he has to do is pull on a chain and the pistol will be at the end of it, no matter what chain he tugs on. Keris herself has a keris blade and a smaller dagger. Both slide out of her jacket sleeves on command, but cannot be summoned by anyone else. Ruger has a shotgun. etc. What the weapon is or how it responds is up to the owner. Some are stationary and never go away, some seem to wink in and out of existence, or mutate at will. This is very open to interpretation and can be manipulated a number of ways. Hell, someone could have poison be their weapon, or syringes or anything really. Options endless.
- Magic. Most role-holders in Wonderland have some magic of some flavor. Summoning your weapon counts as an ability. Most characters have an upper limit to magic, depending on their role. Boris can summon a door to Madness that will take him anywhere he wishes, Nightmare can invade your dreams, manipulate them, and perhaps even kill you in your sleep. The twins age-shift at will. Normally the magic focuses on the self, manipulating yourself in some fashion or another, and most have their drawbacks. Nightmare is extremely weak outside of the Dreamscape. Boris can get lost in Madness, and it takes a toll on his mental health. The Twins are treated as children since they stay in their younger forms quite a bit. (Guys, Keris' magic will probably be her wings. She'll be able to summon them at will to fly somewhere. Downside being they're huge and in the way, particularly when fighting. Plus the normal muscle strain of having to fly)
-------
I.. think that's it? Maybe?
♠♥♣♦
♣ - People and places of interest to the family in Wonderland
●●●●● The Hatter Mansion - Run by Blood, this is the base of operations for the Hatter Mafia. This is where you'll spend your childhood. Technically The Mafia is at war with the Castle of Hearts, and isn't really on good terms with anyone else, either.
●●●●● The Amusement Park - Run by Mary and occasionally maintained by Boris, the Park has seen better days. After a few years of falling into disrepair, there's motion to get everything up and running again. Most of the rides are offline, and it's a sad sight to see at the moment.
●●●●● Castle of Heart - Run by Vivaldi (not currently made in TLN) the castle is surrounded by a hedge labyrinth, which is all sorts of fun for the daring sort. Trying to make it through the maze without getting shot to death by the guards or being found by Ace is a potential pastime. As is just seeing how many guards you can kill. Pray you don't get caught, though, Vivaldi isn't forgiving and the price will be death. However; mind your manners and you could very well be invited to the annual ball.
●●●●● The Clock Tower - Run by Julius (played by Juno) the tower is the only neutral ground in Wonderland, but there's not much to see there. Besides a workaholic Julius that'll probably wave you off for being annoying.
●●●●● The Outside - The world outside of Wonderland, where some Role-holders will wander from time to time. Some might even choose to live outside of Wonderland. Normally reached by a means of magic, most find it difficult to make the journey by whatever means until they're old enough to either wield the magic themselves or deal with the side effects of the travel.
●●●●● Blood Dupre - Played by Kanna - Technically Blood is the King of Spades and one of the strongest role-holders in Wonderland. The Twins call him Boss, and the kids will surely bump into him from time to time. He seems to be a patient, if reserved, man with a focus on higher goals. I'm sure Kanna would love to hear from you if you'd like to meet him or plot <3
●●●●● Mary Gowland - Played by Kanna - Technically the King of Diamonds, Mary is normally an outgoing and well-meaning guy. He runs the Amusement Park and once upon a time would play his violin for anyone stupid enough to get close, though you won't be hearing his violin nowadays. (If you want to know why, go poke Kanna!) Mary has met with hardship as of late, and the Amusement Park is in dire need of repair. Things are just starting to get better though, and he'd be fond of visits, it would also spur him on to start rebuilding the rides.
●●●●● Boris Airay - (Come prod me if you want rp or plots~ ) - Lives at the Amusement Park, trying to help Mary rebuild it while taking care of his wife, Alice. In spite of life's hardships, Boris is still often mischievous and playful, though he's much quieter and subdued compared to who he once was. He's best friends with the Twins, and still will go on adventures with them once in awhile. He's also Keris's great-grandfather, which he hates being reminded of because he doesn't want to think of himself as old.
●●●●● Alice Liddell - Played by Kyaishi - Alice is the Dreamer of this Wonderland, and has a dark past that influences the world setting. Over the past few years events have caused her to completely unhinge. She sees things that no one else can and fears for her life. She doesn't get around much and is dependent on the help of her family currently. Hopefully with enough time she'll make a recovery, but right now she is vulnerable and damaged.
♠♥♣♦
♦ - Crimson's side of the mountain family magic
Through Keris's mother, you may inherit a magic of another sort. Unfortunately you'll have to direct questions to Crim on this topic, I'm still learning the ins and outs myself. xD
But here I have everything she's explained thus far:
CrimsonCutie666
Let me explain you a thing~ Magic, it's colors, and what it all means!
So let's keep things simple as possible shall we? In Crim's world everyone has magic. You are a being of magic. However, not everyone can harness it. That will probably not pertain to any children since they come from two magic sides BUT already I'm digressing.
As a being of magic you are naturally aligned to one main color. This is just what you are naturally good at. Unless you can harness your magic or someone sees it, you won't know what magic you're aligned to. Magic colors relate to a certain area.
Red: Offensive, attack, harm, physical. Not evil per say, just tend to be better at not standing passively on the sidelines. These are your warriors, your lawyers, police, athletes for examples. Crim is a red. Technically she's a Crimson ;3
Blue: Defensive, protect, hold, soul. These are your sideline heros. The ones who are quietly watching over ya, or who's ability is so strong they weren't even considered for Red. Ruger is a blue.
Yellow: Emotion, creativity, expression. This is the most complex one. It could directly relate to feeling emotions or toward things that influence emotion. For example my noodle Rec is from the same world Crim is. Her magic is yellow, and her magic relates to music. Music is very moving and influences your emotions. So can art, birth, literally most things that can move many people or as simple as controlling emotions themselves.
Green: Emotion + Defense = Nature, healing. These are the people who would bleed in your place. The nurturers of the world, compassionate to a fault, hate seeing harm done to innocent precious things. Marise is an example.
Purple: Offensive + Defensive= Mind. Yep thought it was going to be both? Nope the world doesn't like to make anyone God-Mod. Since you can't defend, or attack in the physical you go into the mental. These guys mess with your head, they can read you like no ones business, they have layers upon layers on their own minds and they can see into plans. Keris is the closet to a purple that I can think of.
Orange: Offense + Emotion= Everything else. Want to leviosa that leaf? Orange. Want to make something invisible? Orange. Changing one object into something else? Orange. Notice I used all things in Harry Potter? Priceless! Wait wrong thing. Orange is a base. So long as it's not messing with someones head it's an orange. Usually Jack of all trades types. Boris is the closest in the family I can come up with.
There are bad ones Crim? Oh yes there are bad magic colors to be!
Black/White/Grey. These are EXTREMELY RARE in Crim's world. Does that mean your baby can't have them? Oh no! Just realize that if Crim is babysitting and your baby shows these she miiiiight flip a bit. Just a bit. She won't try to burn you with fire I swear >.>
Black: Black isn't.....bad. Like, it is, but ok so it's bad. Black is obsession, black is the heaviest magic you can possibly posses and usually it means you were born either in a very magically bad area, or you were attacked by some nasty black magic. This magic will eventually turn you crazy. Not in the good way. And it's a very slow crazy. If you are born with this you only have a chance of a long life of sanity if you find a way to cancel out using your magic or stay within range of a grey magic user. But it has advantages. Dark magic you can't lose with. You have power behind all the spells you do and all the magic you cast. A single spell from you could kill an army. But that would be the only spell you'd be able to cast and you'd be done for a long time.
White: Think this is good to have? Have you ever been in an insane aslyum? All the endless white? White magic is light. Very light. But it's bland and impassive. If you are born with white magic you lack color, emotion. You are completely detached from everything. Where black magic users feel everything you just...don't. The world doesn't mean a thing to you. But you have so much magic. Because it's so light you could go casting spell after spell for days. They aren't very powerful but you have enough magic it wouldn't matter.
Grey: Neutral. This is a balance between white and black. You are powerful, and have loads of magic. But you can't use it like everyone else. You are restricted to magic itself. What in the world does that mean Crim? Grey magic users are the the only ones who can see the magic that each person possesses and manipulate it. They can help a red magic user learn how to better go into someones mind, or an orange user to be more of a healer. They can also make it so you cannot use your magic, or limit it. Problem is? People will hunt you down, fight over you, use you. You will be surrounded by people who want you to use your powers on them and even worse. You can't use any of the other magics. You are the most powerful but at a very high cost.
Metallics, metallics, metallics!
Metallics aren't nearly as rare as your neutral colors. But they mean something special. Metallics aren't actual colors themselves. You won't see a pure gold magic. But instead they'll be sparkles on the magic. However, if you have silver sparkles on Blue magic you will be considered a Silver magic user because it's the more unusual of the magics. It's like being a doctor but not wanting to be called Dr. Whatever. You could do it but it wouldn't highlight your skills!
Gold: Intuitive. Golds are kinda what we would call prodigies in this world. They were born gifted, and kinda already know what they're doing. They still have to develop their skills but they need less training. Your Uncle Miseri was born with a gift for healing. None of his family knows anything about it, but he's quickly learned on his own. His main magic is green, with gold sparkles.
Silver: Talented. Silvers can do several things with their magic at once without their spells lacking in power. Many times regular magic users can only do 2-3 spells at once and with each new spell they all become weaker. Silvers just know how to multitask efficiently. 5-6 spells at once isn't uncommon.
Cooper: Endurance. Coopers can go for long periods without resting and letting their magic recharge. It's not that they have unlimited magic, it's just that their magic recharges much faster. If a silver uses all their magic they'll probably have to rest and regenerate it within a few days. A cooper will have it all back within one.
Bronze: Strength. Bronzes are the only ones who can use magic directly opposite to their base. If they're a Red base, they can use Blue defensive magic. If they're a purple they can use orange everyday magic. That's not to say they can do it all, it just means their magic isn't going to be as difficult to control in these areas as it would be for others.
Limitations and other colors
So you're probably wondering. What about pink? Lime green? Light blue? And what was that whole thing in Bronze about not being able to use opposite colors? Well let me explain some of the limitations when it comes to magic, and about the in between magics.
Magic users aren't just limited to one type of magic. Their base magic color is just what they're best at, what will be easiest for them. It's the thing they'd most enjoy.Well we all know that there are things that will be more difficult then. Whatever magic is your opposite, is the magic you have the hardest time using, and drains your magic faster. Here's how things work.
Red and Blue are opposites. If you're good at defense you won't be good at offense and vice versa. This is the easiest to understand.
Yellow and Purple. If you mess with people's minds, and are very logical you will have problems connecting with people. If you're emotionally driven you have problems staying more disconnected and effecting people.
Green and Orange. Both deal with emotion but once again the defense and offense cancel each other out. Healers deal with defense of the body. They want to protect it. Orange is using the body, making it work. It's like running in a marathon while sick. You could do it, but your body is torn between fixing the inside while fixing the outside.
So what about the other colors? Are all colors pure green, blue, yellow?
Nope! Now you have base colors, and you have black, white, and grey. Take what you know and mix them.
A pink is red + white. Offensive magic that's more detached and is lighter so you have more magic. Pinks are more ditzy since they aren't as emotional.
Crimson is a red + black. Her magic is a dark red so she's offensive magic with more power, and emotional. She doesn't have as much magic. She's very aware of the world.
Keris is a magenta (kinda). A red + purple. Offensive and mind magic. She's neither lighter nor darker so when it comes to magic she's balance, not overly powerful, not with a lot of magic. But that means any spells she casts will be both powerful, and she'll have a good amount of magic. She's neither too emotional, or too detached.
With all this in mind; base colors, neutrals, metallics, limitations and how to mix your colors you can create magic that is highly unique to a character. Do you have to follow these rules exactly? Gosh no! But it's just a bit of information about Crimson's magic, and who she might view others and the magic they posses. So go crazy and have fun!
For the first round we'll be looking for just a general idea and feel for your character. Once the round closes those that we think would fit the family the best will be quoted and offered to continue on to Round Two.
Please fill out the whole form, but feel free to write as much or as little as you like. <3
This prompt is designed to get a better feel for your character's personality and alignment, and to see how they might potentially fit into the family. There is no word limit, use as many or as few words as necessary to get your point across!
Prompt!
While out spending time with Marise, you guys come across a wounded bystander. Marise over-extends herself healing this person and faints! Both Marise and the now-healed person are unconscious. What would your kid do?
Suggestions
We won't tell you that you absolutely -can't- do something, but we just might not pick you if we feel that the character wouldn't be a good match. These suggestions are to help you increase your chances by giving you an idea of what we'd like to see. <3
● For names, we're trying to stick with Tweedle "insert name" Airay
● Names that are based on weapons, or things mentioned in Lewis Carroll's works will probably get you bonus points.
● You don't have to pick a weapon and magical talent, but it would be a hard sell on other merits then. They don't have to be aggressive, but we do want someone that can be a part of the family.
● Showing an interest or understanding of the world setting will definitely get you a tip of the hat.
● For the prompt, we are looking for how your character relates to Marise as well as what her innate traits are. Does she try to help the wounded stranger too? (Is she a healer?) Does she kill the stranger while unsupervised? Does she seek help? Does she take this as the perfect opportunity to bolt? Show us!
● If you have questions, please ask us! <33
♠♥♣♦
Round One - Form
[align=center][b][size=16][color=blue]You have my sword. And my bow. [i]And my axe![/i][/color][/size][b][/align]
[color=blue][b]Bowl's Name:[/b][/color] - [color=blue][b]Her Weapon (If she has one, if not, explain why):[/b][/color] - [color=blue][b]Her Magic (If she has any, if not, explain why):[/b][/color] - [color=blue][b]Brief Personality Description:[/b][/color] -
[color=blue][b]How do you think she'll relate to her family members?:[/b][/color] - [color=blue][b]What are your goals for her? What will she do once she's grown?:[/b][/color] - [color=blue][b]What interests you about this family, and what are you looking forward to?:[/b][/color] -
[color=blue][b]In Character Prompt Response:[/b][/color] -
♠♥♣♦
Round Two - Family RP
Info on Round Two will be made available at the start of the round~
Bowl's Name: Tweedle Lily Airay [Lily is the name of the daughter of the White Queen and White King.] Her Weapon (If she has one, if not, explain why): Tessen [japanese war fan] Her Magic (If she has any, if not, explain why): She has none, but can't be sure why. Maybe it just skipped her. Though maybe it's for her own good. Brief Personality Description: She's very disillusioned with the world, and spends a good amount of her time trying to kill her fathers to see if it sparks something from herself. She holds no interest in most things, but there is some thrill in causing chaos. Or just... sitting in the corner and staring at Blood to try and unnerve him. She spends a good amount of time staring at many things, though she is far from unintelligent or crazy. There are random days when she perks up and shows a little bit of her true personality, and she blooms with a deeper level of kindness than most would admit to. These are usually the days when she becomes the most clingy, and you aren't sure if it's a ruse or if she's being sincere.
How do you think she'll relate to her family members?: A little hellion, for the most part. She'll be on par with Dee and Dum, but be able to fool you with a disinterested gaze before throwing something at your turned back. What are your goals for her? What will she do once she's grown?: I have no idea. 8U This is why we have family, so I can figure out something as she grows. What interests you about this family, and what are you looking forward to?: I love this family, and I want to be a part of it. I even came up with an Airay OC just so I could join at some point. XD
In Character Prompt Response: Marise had made it a point to take her for a walk today, as she needed "fresh air". A strange mother, she is. What makes the air outside more... fresh... than that of the indoors? Birds sang, trees rustled in the wind. It was all very anti-climactic.
Oh, well this was new. The strange little man was wobbling, whining about a painful something. And Marise was the first to make a move to help him. If there was interchange between the two, Cree wasn't listening. She had taken a passing bluejay as a interesting distraction. And back to the stranger. She sighed. By the look of his injuries, it would probably take him a little longer than a week to- Marise had fainted. Now they were both passed out. This wasn't going to be exciting. She looked at the stranger, then at Marise. Well then.
Putting forth a small amount of effort, she inched Marise away from the stranger before picking her up as best she could, walking back towards the house with Marise's lower half dragging on the ground. Hey, she was moving, that was the point. She couldn't just leave her there exposed... not with her weird blood pumper and such. The stranger was on his own though. He wasn't her problem, and he would wake up feeling like a tank. But wait... he WAS alone. She took a sharpie from her pocket and watched blankly as his face went from dignified to monocled, a dapper moustache joining the arrangement before being accompanied by a beard. Yes, that would do nicely.
Capping her "weapon", she went back to dragging Marise home, being careful to avoid any large obstacles that could tangle in Marise's dragging limbs or cause her harm. Damn these clockless creatures. So fragile.
Bowl's Name: Tweedle Dell Airay (Dell means "Meadow") Her Weapon (If she has one, if not, explain why):Rose whip Her Magic (If she has any, if not, explain why): Orange, everything needs to be exactly how she wants it. "That flower needs to be blue, I'm going to make it blue, screw nature."/"I'm going to make that wall invisible so everyone can run into it and amuse me.
Brief Personality Description:
Dell's pretty much all about what she wants and why. She refuses to acknowledge that anyone else needs her help or wants her to do anything that she doesn't want to do, and deliberately finds routes around her parents just to get what she wants. She can be written off as agitated or, simply, grumpy, and likes to be snarky or rude whenever she can, which is usually towards her siblings. However, this same girl who acts rude and obstinate wouldn't allow anyone to try to hurt her family. She loves her siblings and her parents, certainly she does, she just doesn't want them following her around and making her look stupid, that's all.
How do you think she'll relate to her family members?: Rude little diva with a temper to match how fast she can run away from you. She'll relate to them only by birth, really. If she ever gets a boyfriend/girlfriend, she'll be the type to say "Yeah, I'm adopted. Don't worry." What are your goals for her? What will she do once she's grown?: Disobey everything her parents tell her to do and run away every chance she can. :U What interests you about this family, and what are you looking forward to?: Wonderland is what draws me, this family is what keeps me. I'm looking forward to chaos, family fun, and breakdowns, lots and lots of breakdowns. >3
In Character Prompt Response:
Tweedle Dell was not amused with her situation. Her mother had dragged her all the way out into the middle of nowhere for some half-baked form of female bonding, which was nowhere near Dell's idea of fun, and what should happen while they were wandering about like a pair of headless chickens? One of the worst possible things EVER, that's what! Dell sat upon her furry little behind, her eyes glued to the scene in front of her, and heaved a rather drained sigh.
First, she nudged her mother and checked that she was breathing. Yep, breathing, but sprawled out like a drunken hobo. Dell raised a paw to her forehead and rubbed the very center in irritation. How stupid could she be? Really? Forgetting her own limits? What a nitwit, it was pathetic, really!
Next, she kicked the unconscious stranger, and growled in their ear. No sign of a brain here either, she supposed, a fact to which an eye roll was promptly given. Again she sighed, kicking a mound of dirt towards them both, and turned.
"Mother, I'm leaving, follow me if you will." She said in a fairly insincere tone.
And with a quick toss of her fur, Tweedle Dell hopped over a pair of bushes, and trotted back towards home. As she moved, she made sure to turn all of the things she touched a bright aqua hue, so that when Marise woke up, she would know where she had gone and how to get back home.
Posted: Mon Oct 07, 2013 7:37 pm
You have my sword. And my bow. And my axe!
Bowl's Name: Tweedle Snark Airay One of my favorite Carroll's....in case I'm being a bit too obscure Her Weapon (If she has one, if not, explain why):Wind and Fire Wheels Her Magic (If she has any, if not, explain why): A greenish brown, red and green together, more green than red though Brief Personality Description: Snark is terrified of not fitting in with her family. She wants to be like Marise and just be a healer, but she is so scared that her family will disown her if she doesn't enjoy the fighting that she pretends for their sake, typically getting pretty well beaten up in a fight. Good thing for her that she has the healing abilities.
How do you think she'll relate to her family members?: Snark feigns enjoyment with everything that her fathers enjoy, to keep the peace as it is, she lets her guard down a bit for Marise, hoping that she will understand. What are your goals for her? What will she do once she's grown?: Snark, once she is an adult, will want to get away for a while, get away from the fighting and just relax, but eventually, she will miss her family, crazy as they are, and come back. What interests you about this family, and what are you looking forward to?: I am fascinated by the world of Wonderland and the colored magic. I look forward to family rps and letting Snark's personality flourish within the group.
In Character Prompt Response: Snark stared down at the unconscious stranger and Marise Oh no! I don't know what I'm doing yet!! She shook Marise hard, trying to get her to wake up. "Marise!!! MARISE!!! You haven't taught me how to help unconscious people yet!" What do I do??? she thought to herself, looking around. She spotted some large branches and vines and decided to make a skid, weaving them together, she managed to fashion something workable and laid it on the ground next to them. She shoved the stranger onto the device and very gently rolled Marise onto it, taking the vine stretching across the top poles in her mouth. She couldn't take them home, heaven only knew what her fathers would do to the stranger, but they had to get off the road. She spotted a fair looking place and began to pull them off the road, into the shelter of the trees.
Snark sat there with the two unconscious foxes until the sun began to set, hoping that one or the other would wake up. As the sun dropped below the horizion, Snark decided they could be all night and made a small fire. She wove a little blanket from vines and gently covered Marise. She stared into the fire, thinking of her parents and siblings, watching the sparks fly up into the dark sky until she fell into a fitful sleep, hoping that the morning would bring good things.
Edited (in red) in some drawbacks to her Wonderland magic, as I am a derp and forgot to put it in there. |D;; And some stuff under the family part, as I realized it was a bit misleading and/or confusing.
Bowl's Name: Tweedle Iracebeth Airay Her Weapon (If she has one, if not, explain why): The Snake Sword is her primary weapon, although she does enjoy playing with her Knuckle Duster from time to time, too~ Her Magic (If she has any, if not, explain why): As a bowl and kit, it will appear that Ira has no magic in her. Thus, it will spawn her super aggressive attitude towards everyone (even her family, but this will be toned down to mild irritation unless they "flaunt" their magic in front of her, then she's going to try to claw his or her eyes out with a screaming battle cry). Once she's an adult however, I have a plot in mind already that makes her snap and her magic will emerge. She will eventually possess a muted dark purple magic (purple + a hint of grey), which will explain why it was locked inside of her for so long. She will, however, have her Wonderland magic from the time she emerges from her bowl. Her ability is weapon-oriented. Any pieces of metal (i.e. piecrcings and such) on her will detach, combine, and morph into whichever of her weapons she so desires. Therefore this girl is never unarmed. The drawback to this is that while "naked" of her metal, she's more vunerable and easily hurt. She can also morph the metal into armour; the drawback on this is that it is usually heavy and slows down her reaction time along with causing severe fatigue She'll usually either take a long nap afterward, or collapse if she has been "armoured" for too long. Brief Personality Description: Ira is very complex. She's much too quiet most of the time, choosing to simply sit back and and keep to herself until she's engaged in a "game" by her siblings and parents. While young, she will have magic envy that contributes to sidelining herself.
She is very aggressive, and will only smile when with her parents--and rarely with her siblings. She's quite serious and stoic, but like her dormant base magic, she has various layers to her personality. Upon first encountering her, she is, as stated before, extremely agressive. She will hurl insults at the other party and snarl continuously. If she warms up to said party, she will only be mildly agressive and wish to engage the other in a "game" or two. If not, she will attack them and take a ripped out chunk of fur back to her parents as a trophy of her "good deed". If they survive her games--or simply make it to the end--she will possibly warm to them more, and become a tempermental, bi-polar kitty cat. She will allow some affection, but like her mother Keris, only a certain amount before she gives a single warning (i.e. a hiss, growl, narrowing of her eyes, etc) that she has had enough and the other party should stop or lose whatever appendage that is touching her. Further warming will elicit her possessive nature. If the other party gets to this layer of her personality, they can hang up having anything to do with anyone she does not know. They will belong to her. Anyone that so much as looks at her "possessions" wrong will be on the recieving end of her unyeilding wrath (i.e. a punch to the face with her Knuckle Duster or worse).
Any deeper into her personality and you will find that Ira is just a little... off. The balance of Grey warring with the eccetricities of Purple. Sometimes she is completely fine! Though "fine" for her is classified as unattached, aware but with a "I don't care" attitude, cold and sometimes so distant she that she doesn't hear a word one says to her, and agressive. And sometimes she is a crazy ball of over excited bloodlust. Then other times she's sweet and caring. All the different aspects of her personality come from her four parents, and are mixed in slightly odd ways that only really come out depending upon her mood that day.
To put it simply, until she has learned that she does, indeed, have magic and that she must control it to keep her wayward personality in check, she will be quite the handful for any and everyone.
How do you think she'll relate to her family members?: Ira will love all of her family unconditionally. To them, she will be agressively affectionate. If she wants cuddles, expect to be tackled to the ground, have claws sunk into your flesh, and then be massacred by an purring, snuggling Ira. However, she has a prolem with saying the words, "I love you", so about as much as you'll get from her is a mumbled, "Yeah, you, too" if you say it first. She will address her parents as "Mother (insert Keris or Marise)" and "Father (insert Dee or Dum)", as she is always respectful of them and would never simply use their names.
The only exception to her aggressive affection is Mother Marise. She will be completely open with her from the time she's a bowl. Marise will know all of her fears, her cares, her worries, her dreams. Even the small nuances of her; like the fact that she loves art of any kind. She will also be the first she confesses her magic envy to, because she will probably understand better than her other parents. The few times Ira will cry will be with Marise. What are your goals for her? What will she do once she's grown?: At the moment, my main goal for her is to give her the wild and crazy life she has with her family. Upon growing, she will go to her Grandmother Crimson and question why she has no magic. Her answer will more than likely upset her and she will go off on her own--most likely in a grown up version of a tantrum--and get herself into trouble. This trouble will be dangerous and violent. Life threateningly so. She will be outwitted and knocked on her a** more times than she ever has in her life. Her anger will override her brain, smashing each layer of protection from her dormant magic and she will snap, showing her true colours, so to say. From there, more will ensue for her~ What interests you about this family, and what are you looking forward to?: I have always been interested in the Airay family~ Alice In Wonderland was my favourite movie when I was younger. Lewis Carroll has always been a favourite author of mine. And I believe I am just the right amount of twisted for this family. In conclusion, I'm looking forward to everything.
In Character Prompt Response:
"Iracebeth, aren't you coming?" Marise had called, breaking her concentration on the work of art before her eyes. It was beautiful and wild, colourful and miserable all at the same time. The small piece of paper taped tackily underneath it said that it was painted by a local artist here on the Outside. She didn't bother reading on for the artist's name. He or she would be long forgotten whenever she or her family decided to come here again. Besides, the only reason she had come to this old, smelly museum filled with ancient looking papers in glass cases, dead people wrapped in lengths of cloth and sealed in body shaped boxes, and variety of copies of famous art and newly painted, sketched, and photograhped peices from locals was because Mother Marise spoke of worrying for her sanity should she stay in the Amusement Park with her Great-Great Grandfather Boris and Mr. Gowland. She saw nothing wrong with it, however. She looked at the old, broken machines with a sparkling fascination in her eyes. Saw them as beautiful--if a little rusty--reminders of the past. And besides, it gave her time to explore the rest of their world--their Wonderland--whenever Grandfather Boris and Mr. Gowland got so caught up in a project of theirs that they forgot she even existed. But, she would obey her parents. So when Mother Marise suggested they go to an Outside museum, she simply nodded and tried on a smile with an almost forceful bump and nuzzle of her head against her shoulder.
Turning her back on the wild mess of art, she trotted back to Marise's side, keeping close to her as she pointed out statues and statuettes that were supposed to have had signifigant impacts in the history of art. Iracebeth was hardly listening, though she did smile and contribute the proper amount of cross conversation. With Marise, she was calm and at peace, for the moment. It was as if her healing abilities not only soothed physical wounds, but they soothed her wildly careening thoughts and moods as well. When she pointed out some old as dirt Greek statue that was missing her arms, she couldn't help the almost chaotic smirk that crossed her lips or the short laugh that bubbled from her throat. They didn't linger, however, as they headed for the door. It was getting late. The sun was setting--which was something that struck her as odd. She was so used to radical nature of Wonderland that she thought nothing of it until her first trip to the Outside. This long, dragging, steady flow of time and weather was unusal. She didn't like it. Upon passing the Door Man on their way out, she growled and whipped a paw out, claws raking against his leg with an almost imperceptible swiftness. His resulting gasp and curse at her back pleased her greatly. That would teach him to make the googly eyes at her mother. Only her parents were allowed to do that.
However, Marise did not find it amusing or satisfying. Her usually kind features turned stern as she looked at her, "Iracebeth! That was not nice at all. No brownies for you af--"
The kit's ears had fallen on her head, near dreading the threat of not having brownies after supper. She might be a little hellion and mean to her core, but she loved her Mother Marise's brownies. And these were her favourite; butterscotch and walnut. But Marise didn't finish her sentence, and she wasn't even looking at her anymore. She was looking over her head, eyes wide and mouth hanging open in a silent gasp. Blinking, her curiosity getting the better of her, she turned, peeking first over her shoulder before moving her entire body to face what she was staring at.
Someone was crumpled under a tree, barely breathing, and there was blood around them. She didn't hear the "stay here" Marise crooned to her, and was right on her heels as she moved toward the stranger. Before she could get closer to examine the bleeding, and apparently unconcious person, Marise had already begun to heal the worst of his wounds. Without realizing it, Ira had started up a low, steady growl as she planted herself on the ground beside Marise, her eyes narrowed on and glued to this clockless fool that had obviously gotten in over his head. Seconds turned into minutes which turned into an hour before she knew it as she watched the male's wounds stitch themselves back together with the help of her mother's healing. But the colour of her magic was fading, flickering. Her brows creased as she tore her gaze from the male that could potentially be dangerous just in time to see Marise wobble, her eyes fluttering, before she fell.
With a yelp, Iracebeth threw out her arms, trying to at least soften her fall to the ground b either catching her or getting in the way. Neither worked, however, as she caught at her shoulder, she slipped in a small pool of blood, both she and Marise smacking their skulls against the ground. Fireworks exploded behind her squeezed closed eyes and a heavy grunt slipped through her gritted teeth as pain ripped through her head. Great. Just freakin' great! Marise was too kind for her own good. She was so kind that she put herself in harm's way to help a stranger.
Growling, the kit opened her eyes, slanting them toward the male who was still out cold, but now had more colour to his features and was breathing evenly. She did not like this male. Something--some small voice--whispered to her in the back of mind that he was a bad man. Told her that he would have hurt Marise had he been concious. With her ears pinned back on her head, she pushed up to her feet again, circling him slowly. He was normal, for the most part. He smelled of blood and gun powder. She growled again, but made no move to harm him. Her mother would possibly wake up soon, and she did not want her to see that she had fouled up her work of healing him.
Still, as she turned her back on him and worked on lifting Marise up so she could take her back home or get as far as she could with her before her other parents came looking for them, she couldn't help but feel that Marise should have let this person die. She should have walked right by him as if she had never seen him. But that was not Marise, and she knew that. With a huff and flick of her tail, she began her trek.
'Perhaps later, when everyone's alseep, I can come back. If he's still here, then I'll kill him. He looks like a worthless dirt bag anyway,' she thought to herself, smiling into the setting sun with her precious cargo weighing on her so.
Posted: Wed Oct 09, 2013 9:40 pm
You have my sword. And my bow. And my axe!
Bowl's Name: - Tweedle Bandersnatch Airay. Goes by Snatch. Her Weapon (If she has one, if not, explain why): - Knives. For throwing or hand-to-hand, she likes them all. The kunai is her favorite. Like her fathers she also has a weapon that can change into a gun. If she gets a weapon like they have it'll be that, if she doesn't then it'll be a special kunai knife that she keeps on her person at all times. Her Magic (If she has any, if not, explain why): - Wonderland magic | Being able to change a single particular weapon into a gun form is one of the things Snatch can do. She can also create weapons that come literally out of her body, making her a walking arsenal. The drawback is the price, paid with magic, flesh, and blood. Once the weapon forms, be it full or partial, it cannot return to her. Snatch has to ration herself or else she'll use herself up and die. Color magic | Indigo (purple base with blue overtones) with silver sparkles. Snatch is a plotter with a twisty turn of mind that makes it hard to figure out just what she's thinking. It's very difficult to trick her. She's likes to hide in the wings rather than take the stage Brief Personality Description: - Snatch is a thief. She likes unusual or interesting trinkets and has a lust for riches in general, but she loves it most when there’s a risk involved and the scent of a challenge is in the air. You can’t be the best if you don’t beat the best. You might not believe that of her if you’ve only ever observed her, though. She comes off as lazy or uninterested, and not by accident. It suits Snatch’s purposes perfectly for others to underestimate her. If you could crack open her head to peek inside you’d find layers upon layers of plots. She’s opportunistic, yes, but not obvious or greedy, and what might seem like a missed chance could actually be just another step to bring her closer to something she wants even more.
Snatch’s idea of a game isn’t nearly as bloody as the rest of her family, but that doesn’t make it any less deadly. She likes to move people around like pawns on a board, having them do most of the work so she can skulk in the shadows and reap the benefits. Don’t take it the wrong way if she swoops in to save you; if she didn’t think you could be of any further use to her she’d let you die in a second. Also, don’t make the mistake of thinking that because Snatch gets others to do the dirty work she can’t fight for herself. She’ll slit your throat for you…after she’s finished playing. Just because she plays her own game doesn’t mean she did learn a thing or two from her parents.
How do you think she'll relate to her family members?: - Well Snatch "loves" all of her family, not so much because she puts a premium on family ties as because they're all useful to her in some way or another. She does genuinely care for them in her own special way, though relating to them is another story. Her fathers: An adult can't think as a child does. A child can't scheme as an adult does. Snatch is always very careful when she involves her fathers in anything she does, because they have the potential to be highly unpredictable. Of the two, Dum is the one she feels she can relate to most given his liking for money, but is the one she trusts least since she feels this makes it more likely he'd "betray" her by messing up her plots. She can also relate to how the two look up to those who would benefit them since she does the same. Snatch is always watching her fathers and will view them as a chief source of learning. Her mothers: Her mothers are total opposites, but easier to understand. Of the two she relates most to Keris. In Snatch's mind they actually share a lot of similar drives, but Snatch is a passive blue to Keris' active red. In fact out of all her family Keris is the one she treads lightest around, as she believes Keris is the only one who could truly unravel her plots. As for Marise, Snatch just cannot relate to her at all. She's willing to give up everything of herself for nothing in return. Who does that? Relating aside, Marise is the family member of whom Snatch will be the most protective, for a healer is highly valuable and Marise does not have a clock like the rest of them. Deep down Snatch respects both women, and thinks of them as powerful in their own ways. Her siblings: Another case of opposites, each with their own use to her. Snatch relates best with Bale; in fact, next to Keris he's the one she relates to most in the family. She's just a bit more selfish than he and fights for her own cause, whether it's just or not. Both share a quieter front compared to the rest of the family. Snatch sees him as a more mental challenge, and may learn to tread as lightly around him as she does Keris. Adze is more straightforward and easier to understand. While not considered much of a mental challenge, Snatch enjoys playing "games" with her to keep her own skills as sharp as her blades. They aren't the type of games Snatch herself likes to initiate, but she finds she greatly enjoys "playing" with Adze over anyone else. Snatch is passively protective of both her siblings since they show the potential to be strong and useful, but rarely interferes with them since she knows they can handle themselves without her help. What are your goals for her? What will she do once she's grown?: - Right off, I think family roleplay will be in order from whoever I can get it from. Aside from just being new to this world, roleplay helps a personality settle in my head, and interaction with family will help settle how the character feels about them. I want to work on my understanding of the world and grow into it with Snatch. Her color magic is a little vague and unformed right now, I'd love to see her grow into that. I want her to make a few visits to Outside so she can see the differences between the two worlds and grow as a character. What interests you about this family, and what are you looking forward to?: - All of it! The color magic system just intrigues me to no end. All the intricacies and insanity of Wonderland and the way they can be meshed together is so interesting that it's like staring into an abstract piece of art. I don't get the opportunity to try making characters like this very often, so it's quite exciting!
In Character Prompt Response: - Snatch sat with her back pressed again the rough bark of a tree, meticulously examining the razor sharp edge of one of her favorite kunai. Satisfied that her blade was as sharp as ever she began twirling it around, humming a response to a comment Marise directed at her. She was spending quality time with her mother, rather poor quality time if the soft sighs were any indication, but even if the two had had a great deal in common Snatch was more of a observer than a participator. She tried to pay a bit more attention as Marise launched into a story about her sister who lived Outside. In the middle of the story (Snatch had to admit Semira sounded interesting) Marise's voice suddenly trailed off. Snatch looked up to see what had caught her mother's attention, and found Marise looking off in the distance with a frown of concentration on her face. She suddenly stood and started towards the spot with hurried steps. Curious, Snatch stood and followed at a slightly slower pace.
She came up Marise kneeling on the ground next to a bloodied and limp bundle that might have been male. Snatch was impressed that whoever it was appeared to still be breathing and wondered if she knew the person who'd so artfully cut him up. He were so covered in blood that she didn't notice his wounds beginning to close until Marise suddenly swayed on the spot. Alarmed, Snatch reached out just in time to catch Marise as she fainted.
With a small huff of impatience Snatch loaded her mother onto her back. "Silly woman," she murmured to no one in particular. "Why would you care if so much for a stranger to risk your own self?" Marise mumbled inarticulately, like a child in a fitful sleep. Snatch's expression softened and she shook her head, making sure the female was secure on her back before heading back in the direction of the mansion. She left the stranger where he lay; she wouldn't harm him herself out of respect for Marise, but if the fool was too weak to hold on to the life Marise had handed back to him then he would be better off dead anyway.
Bowl's Name:- Tweedle Pandora Airay named after the goddess of chaos >D (I know its not a carroll or a weapon, but it still feels quite appropriate) Her Weapon (If she has one, if not, explain why): - Fiery Katana sword. because chaos, thats why XD
Her Magic (If she has any, if not, explain why): - Crimson magic: Shades of red and (mostly)purple, A strong combination that suits her personality. She is mostly mental (logical and cunning) and that streak of red gives her just enough of an aggressive push to make her a killer fighter. Wonderland Magic: Ability to store her katana under her wings and to light it on fire at will. Downside: She often ends up burning herself or cutting part of her wing. Needless to say, she doesn't fly a whole lot because her wings are constantly in repair. Brief Personality Description: -
Pandora was named after a goddess of chaos, and her personality follows suit to her name. She prefers to watch on the sidelines, laughing maniacally as her family violently goes at it. As an observer, she only joins in the fun when she knows she can strike with the upper hand. And believe her, that Katana will hurt. She is ruthless, never holding back or showing mercy even to her own siblings and parents. She has strong mental abilities and is very cunning and intelligent. She always puts on an innocent face, especially as a kit, but anyone watching her can tell that there is always something being plotted in that head of hers and that its not going to be pretty when she executes it. She can always plan it out with perfect attention to detail, usually ending in a near deadly outcome. She is quieter than most of her family members, but this doesn't mean that she is any less dangerous. She considers her mind to be her greatest weapon, (with her katana coming in a close second) which suits her magic: Purple, or mental magic. She uses her mind to read her "enemies" and confuse them, calculating the perfect time and circumstance for an attack. You know that if she is deciding to enter the battle, shes going to come out on top, or at least not dead. She won't fight with someone if she thinks she wont win. Not because she's scared of death, but because she can't stand to lose. When it comes to daily family life, consider her the joker.( card pun hahaha /shot ) Her main past times include pulling cruel jokes on her family as well as the occasional stealth attack with her trusty sword at her side. The only family member she wont attack is Marise, whom she feels a close yet curious bond to. Marise is the only one who can calm her down from blood lust insanity. In fact, Pandora would go out of her way to save her "mother" and only her "mother" . Quite a curious bond. Perhaps it occurs because Pandora has an innate understanding of the fact that her mother has a real heart, not a clock. As an adult she will be far more calm and collected, but just as cunning and chaos loving. She will seek out and revel in chaos and death, even if she isn't the one fighting. Unlike her other family members, she doesn't feel that she has to be the one fighting. Don't get her wrong, she still loves to battle, but in her eyes watching the bloodshed can be equally as enjoying. She will still have a complex about losing. In her head, she always has to come out on top. As a result she will use her mental powers to watch, calculate, and manipulate her opponent so that she will win. She won't enter the fight if she believes that she will lose. Longs story short, she will be the quiet yet cunning one in the family. Just as blood crazy as the rest but a little more choosy with her battles and how she fights them. She will be a troublemaker, eager to get the better of anyone she comes into contact with either through prank or through battle. She will feel a curious connection to Marise, making her the only being that she does not wish to harm, belittle, or be better than. She will also have a complex about losing, and as such will not participate in a battle that she knows she can't win. She will enjoy anything and everything chaotic, and watching her family battle and wrestle will bring her great joy.
How do you think she'll relate to her family members?: - She will relate well to most all of them, especially her mothers. Her fathers will tend to get on her nerves at times with how childish they can be, but their desire to mess around and play will make her very happy. She has much of her blood mother's bloodlust and cunning, and as a result feels close to Keris and would be willing fight by her side. She feels that Adze is foolish for jumping into battle over much of anything, but watching her fight makes Pandora laugh with joy at the blood and chaos. She doesn't care much for Bale, for she doesn't understand why he wishes to fight only for certain causes and is often annoyed by his trying to shepherd her even though she is older than him. He will be her prime target for non-lethal pranks, for she feels she must be able to drive the goody-two-shoes out of him somehow. Marise will be Pandora's source of sanity in a way. She feels an odd bond to Marise even though she doesn't usually care for beings that are in favor of healing the chaos she has created. When she is going insane from the havoc she has wreaked, Marise will be the only being that can bring her back down to earth (or wonderland, in this case). What are your goals for her? What will she do once she's grown?: - I'm still planning that out, and it would probably develop through role play. I was thinking something along the lines of her becoming a help to her fathers and Boris when they go on adventures. Given that she is logical and cunning, she could balance out her fathers' childish impulsivity and help to make them a virtually unstoppable team. Plus this way, she still gets her fill of havoc and chaos. What interests you about this family, and what are you looking forward to?: - I love how complex the family and the world they live in is. This would never be your average family, and there is always something to keep things interesting. I love how complicated every family member is, and much attention to detail is put into the setting. Plus the blood and chaos makes things VERY entertaining. I just love the whole concept heart
In Character Prompt Response: -
Pandora sat in the field around her home, resenting Momma Marise for making her come outside. It was far more fun to terrorize Bale than to sit in the grass watching Momma try to make her play and be outgoing. Bale was just so...weak and self-righteous. Too easy to pick on, if you asked her. But that's what made it fun, he was always like sitting duck and she was the quiet cat ready to take his head off. She would do it all day if you let her, and happily so. But here she was, stuck outside because Bale decided to rat on her to Momma Marise. Marise had drug her outside after hearing Bale's story to try to give him a break but believe her, Bale was going to get it the minute Momma let her back into the house. Momma was trying so hard though to get Pandora to cheer up and talk that Pandora felt almost....bad for her. This was a confusing feeling, one that she almost never felt in her life, and she hated it. Only Momma Marise seemed to be able to drag it from the depth of her non-existent heart. Stupid, lovable Marise, who was now cooing to Pandora, pleading with her to just get some air and go far a walk instead of silently sulking. Fine. FINE. Momma Marise could win this time around. Plus, clearing her head couldn't be that bad. It would give her more time to plot something painful for Bale when she DID make it home. She took off behind Marise, satying one step behind so that Momma wouldn't see the plots forming behind her cunning eyes. The day was grey, gloomy, and misty just the way Pandora liked it. She felt blanketed in smoke, covered, like she could sneak up and murder someone if she felt so inclined. But as they got a bit farther from home, something didn't feel right. There were other footsteps in the grass that were fresh and fleeting, like someone had been running away. The air smelled of blood and adrenaline. Pandora was quite excited to get on the action until she remembered, Momma Marise has a heart, not a clock. "Momma, this doesn't feel right. How about you head back while I..." But Marise had already spotted something and disappeared in the fog. Stupid mother! Pandora was tempted to leave her out there, but emotional feelings were welling up inside her of fear and love for Marise. She needed them to disappear now, and they wren't going to leave her if she let her mother fend for herself. "This dumb, she should know better..." Pandora mumbled while tracking her mom's footsteps. She was careful to watch her surroundings and had her katana stashed under her wings ready to ignite should she need it to. She didn't to gar though, before she saw her mom standing over a man lying prone in a nearby field. "Momma! Let's get...." Before she could finish her sentence Marise fell to the ground, leaving both her and the man she was helping exposed and open. Pandora crept over to Marise, fearing that the man might wake up and attack her. She checked her mother first, vitals were good, she was breathing, but she was completely unconscious. Her stupid mother must given everything to heal the man beside her. She should have let him die, or better yet, she should have let her finish him off. But of course her mother wasn't like that, momma and her stupid heart. Then her attention turned to the man. He was also alive, appeared unhurt, and was just completely unconscious. He looked like he might be a threat and upon rooting through his pockets she found a gun and several knives of different sizes. Now to decide whether or not he lives or dies. She knew her mother wouldn't want her to kill him, but in her eyes he was either worthless or a threat. Either way, he wasn't worth keeping alive. Sh grabbed her mother by the scruff and drug her through the grass to get her out of the way. She then drew her katana, already ablaze, and finished off the man. Her mother would never know. Before she returned her sword to her wing she blew it down to a smolder and burned the letter A into his back. Momma Keris would be so proud. Pandora heaved her unconscious mother onto her back and silently started back for the house. She couldn't help herself, as illogical and dangerous as it was to truly love in this world, she cared for mother anyways. If Momma Marise died, she wouldn't come back like Momma Keris or her dads. And with that in mind she hauled her stupid, lovable mother back home to recover. Now it was time to take care of Bale for making her go outside in the first place.
Posted: Thu Oct 10, 2013 3:23 pm
No where done but I must go to sleep for I can last on the train and write and paper and study for a midterm. Not sure if I will get this done in enough time as I'm traveling and not sure if I will have wifi but will work on it on the train ride tomorrow, hopefully. Top priority is my paper but this will use as a way to get my mind away from school stuff so hopefully I will get far.
You have my sword. And my bow. And my axe!
Bowl's Name: Tweedle Patta, Atta, and Patt Airay Her Weapon (If she has one, if not, explain why):Triple Bladed Scythe Her Magic (If she has any, if not, explain why): Her wonderland magic is that she can change her appearance, but not by her own will. And When I say appearance I mean everything, her voice, hair, and even as far as her taste buds, but she can only change when her sisters makes appearances. She has multiple personality disorder, three different personalities who all have different looks, taste, and likes. When they make a switch in personality so does her appearance. Brief Personality Description: Patta is unstable and because of this, her mind is broken down into three different people. Three sisters, who love each other and share the body of one girl. In reality, they don’t even share a body because they can switch to their own appearances, so heir body is a vessel and that’s how they like it. Patta is the baby of the three personalities and one that they cater too. She can do no wrong in their eyes and claws will bear if you hurt this sister. Both sisters are fiercely protective of Patta and wouldn’t even blink to kill someone over her. She is playful, fun, and likes to play games. She is a trickster; she is all about testing the limits and seeing how far someone is willing to go. And let me tell you she likes to go far. She might be a trickster but her tricks never go further then playful batter and doesn’t have lustful natural for blood at all. Even as a trickster she is has a lust for power, she is a natural born leader and enjoys the rush she gets when she bosses people around. Which comes for the fact that she can boss her sisters around and they never utter a word of complaint. But her down fall is that she has the mental age of a seven year old. She’s a child and likes to get her way and when doesn’t she whines, complains, and throws temper tantrums. She is naive and doesn’t understand your adult questions. This girl tends to get flustered easily if you push her too much, which leads her to send out her more aggressive sisters. She is the child of the group, forever a kit. And because of this she doesn’t like to fight and rather let Atta have her chance to have fun. Her appearance is of a kit and she never grows out of it. Atta is loud, rash, and aggressive. She is always the first one to strike and most of the time she will act without thinking, which causes a lot of trouble for her. She enjoys the thrill of the hunt and likes to go out and practice her skill. She lust for strength and is a natural born fighter and you can almost bet that you will see her with her Scythe. It’s her favorite toy to play with and she doesn’t like to share, even with her sisters. This sister also like to play games but Atta’s is a lot more dangerous. Her games are a lot bloodier and risks are higher. She is the tomboy of the group and isn’t afraid to get her paws dirty. She is all rumble and tumble, and prefers the company of males to females. Atta is not a thinker and tends to freeze up when asked hard to questions. She is not book smart rather street smart. She is the jock of the three personalities, so when there is a fight going on Atta is the one throw out because that is her specialty. Her appearance is that of a teenage girl but in very boyish clothes that’s easy to run and fight in. Patt is quiet and always thinking of ways to get ahead of the move that is in your mind. Patt likes to play mind games and ruin your life. She is sister that is vicious and heartless. She doesn’t care about anyone expect her sisters and family, so if your not one of them watch out because more likely Patt is already thinking about a way to ruin your life. Beside this, she is fiercely protective of her sisters as she is the “oldest” personality. And it wouldn’t be beneath her to strike someone if they make any comment about her sisters or family. She is very motherly to her other personalities and tends to get on them if they are not acting right and this also goes with her siblings. She is stickler when comes to the runs that is place in games, life, etc. If there is a rule set she is following it and you bet she is going to make everyone else follow it too. Patt also likes to learn about the things around her. She believes that knowledge is power and the more she knows the stronger she gets. She has a lust for wisdom and a lot of time her face is in a book. She doesn’t bother with fighting as she knows that Atta excel at that point, plus she thinks it’s pointless when she can just control someone mind into doing it for her. She is the mother of group, the sister that both personalities come to when they have a problem. She is throw out when there is a need of knowledge or when they need to win something because Patt has a big competitive side. Her appearance is that of an adult. How do you think she'll relate to her family members?: With three different personality, I think she would get along with the family very well if they accept her. With three personalities I feel like at least one of them will get along with each member of the family. What are your goals for her? What will she do once she's grown?: Omg I would love for her to meet someone as one personality and click and then meet that noodle again as a different personality and switch to the other girl and have the noodle freak out. I also plan for her to go through some trouble with adjusting to the family because she is closer to her sister then the outside world so I would see her going to her family for help. It hard to say what else without really rping her because she is such a different type of noodle but I know it would be fun and a lot of asking for rp because she almost like three different noodles in one that join together for the greater good? What interests you about this family, and what are you looking forward to?: I have always been in love with the Airay family since Boris came to the shop. I’m a huge fan of Alice in the Country of Heart and have read all of the manga that is translated in English online. I’m still debating on getting Peter White as he’s my favorite character I’m just worried that I won’t rp him right D: But anyway I think the Airay is big and interesting and full of plots an rp that I could join into which I enjoy a lot. Plus kitties are cute, ok.
In Character Prompt Response: -
Her mouth made a little “o” with delight! Mother had passed out! She had passed out! The child gave a devilish cat like grin and swayed her tail. “This means we can play a game, sisters.” She spoke out loud. Patta gazed over the two lump bodies and pondered what she could do. Her hands clasp together as she did a little amusing jig.
Add later. “BUT I WANNNA SWTICH THE CLOTHES Sister” the female whined. “No. Absolutely not. I’m the brains in this situation and you would just mess it up!” she gave a stern look. Her sister was not going to mess up her plans not this time. She always did that, always got out a little too out of hand. Yes, she did want to play a game but this was her mother she was playing with so she had to be nice. She couldn’t let loose her more insane sister to play the trick so it was up to her. “Fine. Whatever. Not like I can’t fine someone else to play with. Maybe I could even kill them.” She grinned rubbing her hands together at the thought. The female child like grin turned into a mature one. It was the other sister’s turn to make appearance. “What if we frame the man, saying that he tried to kill our mother and ruin his life? Wouldn’t that be fun, sisters? I think it would be fun.” She grin a sinister grin. They both gave her a stern look. “NO.” and that was from both of them. “This is just a childish game for the children. You will have to wait your turn.”
Her Weapon (If she has one, if not, explain why): - A vorpal blade, though it has some rather..unique abilities. ((It can cut, though it doesn't cause any injury at hand, kind of like how magicians do that 'cut the body in two' trick. It likely will not be able to cause injury unless it's an extremely dire situation, and is based more on her current emotions. That being said, if she cares enough to kill someone, as in her life/her family's life is in danger, it will cut.))
Her Magic (If she has any, if not, explain why): - A mix of blue and white ((There's certainly more white in her than blue, but she's not a pure white.))
Brief Personality Description: - Catriona, or Cat if you'd rather, is calculating. Some might even call her cold, though it's not that she exactly does it on purpose. Surely you've heard the saying "it's always the quiet ones". Catriona is the quiet one, the one who hangs back on the sidelines and just observes. She could make a rather ruthless tactician, if you could convince her to care enough about your cause, or possibly bribe her with something she finds vaguely amusing. She's not the one you'd want to come to if you need a shoulder to cry on, though that's not to say she doesn't "enjoy" hanging out with her family. After all, it seems nearly every Airay has their own quirks, and Catriona is no different. After all, what fun is it having family if you don't know what makes them tick, sometimes quite literally.
How do you think she'll relate to her family members?: - It'll be interesting to see how she'd work in the family dynamic, especially since she's not exactly destructive. She'd likely get along fairly well with Miseri, seeing as he is also not offensive based, and likely Ruger as well. It would certainly be interesting to see how Dee and Keris in particular would react pertaining to her blade, especially since it might be seen as "not fun", and also her attempts to be a success in their eyes might be interesting, considering she may not right off the bat be the most lethal. However, she's sure to prove herself to her mother that she can be of use, particularly with commanding this growing army of hers.
As for her relations with her siblings, I think it's needless to say that she and Bale will likely get along well, even if she currently holds no love for the battlefield. As for the more bold Adze, it will certainly be interesting to see if her younger sister takes well to her more passive elder sister. Personally, I'd love to see some sibling rivalry, since Catriona won't be able to fight as well, including quips of "well you're not our real sister" and such typical sibling banter.
As for the other half of parenting, I think she'd be extremely close to Marise, especially if push does come to shove with Keris. Marise will be a rock for her, someone who she knows won't think she's a freak for being so...well...plain. Despite plots I have mentioned as a possibility, Marise will be someone she knows she can trust to love her no matter what, especially when Keris may come off as too bold for Catriona. Dum, much like her father, will be interesting to see with relations, considering her apathy towards killing people, especially for fun.
What are your goals for her? What will she do once she's grown?: - As I mentioned above, I definitely want to see some strife between Catriona and her parents. What do you do when your child isn't blood thirsty, after all. I want to see it all play out, whether it be the steady march towards gaining her mother's respect or recognition, or the kind encouragement from her mother. Perhaps even one of the others could help with this (Miseri cough cough). I want to develop her from the one who watches to the one who knows, particularly if there's any need for a tactician. I want to watch her struggle and finally, after failure, gain the moment of self-actualization she deserves.
Not to mention there's a number of interesting family members she could seek advice from, including Boris. There's also a number of other Wonderland characters it might be fun to hear from, and considering the slight match between her and Julius' personalities, it might be fun to bring him in for the fun too.
What interests you about this family, and what are you looking forward to?: - Being familiar with the Wonderland scene, and owning two roleholders myself, I think it would be interesting to play someone from a family. Both Mary and Blood, as you know, have yet to have families of their own, though hopefully that too will happen one day. I adore family rp, and I've always been intrigued by the Airays. It would certainly bring a more interesting outlook to my own characters, and would be a challenge I hope I'll one day be able to take.
In Character Prompt Response: - It was typical to come across those wounded in Wonderland, frequent even. With the wars being waged between the various roleholders, or more often, their servants, it was common to find someone resting as they tried to recover from their wounds. Catriona, the eldest, was enjoying a excursion with her blood mother, holding on to her hand lightly as they walked. It was a rare break from the chaos of the mansion, the building of her cackling younger sister, a myriad of traps, and the things her fathers and other mother loved to call 'fun'. But fun it was not for Catriona, not to participate in at least. She'd already begun to disappoint her parents, well, her genetic ones anyway, with her blade's odd ability. Even now she could hear them tsking, whispering about what could be done to make her a proper Airay. But Marise didn't seem to mind, no, not at all. She would sit at the sidelines next to her, and simply enjoy the silence while watching the others played.
Marise wasn't going to just leave this wounded soldier though, oh no. She was far too sweet, a refreshing change in the family from what she had heard. And thus, as little Catriona held on to the fabric of her other mother's dress, the woman got to work with healing the poor man. Faceless, yes, a soldier from the Amusement Park no doubt, given the lemon colored fabric that made up his uniform. Given the current state of things, it was likely he was just caught up in some sort of mess, and meant no harm to anyone. Perhaps this is why her mother was choosing to heal him. He tried to object several times, he's just a faceless, there's no need for the lovely miss and her daughter to fret about him! It'll just take some time, and he'll be right as rain again! Of course, in all this panic, it was no surprise that once more, Marise overexerted herself. Thus, tiny little Catriona found herself watching the two peacefully sleeping, having both passed out.
She poked lightly at Marise's side, afraid the woman would break if she was too rough. What was going on, did mother suddenly need to take a nap? She didn't understand at all, and remained, squatted down at the side of the path as she watched them both. At least...At least mother had done what she wanted to, the soldier was at peace, his chest rising and falling softly as he breathed in the warm air. Well, Catriona certainly couldn't blame her. It was a nice warm day, and the sun was twinkling down upon the ground through the branches of the trees. Why, it was perfect almost, a good day to laze about and just enjoy. Carefully, fanning out her dress, she sat down beside the two resting adults, watching the road in silence. If...If another soldier happened to come along, what would happen then? She was useless, after all, not nearly as talented as Adze or Bale. She couldn't properly cut anything with her blade. Well, not how intended anyway. It would cut, it just wouldn't maim.
Catriona sat there for a good hour, simply passing the time by watching the path and forest around her. None came through, leaving the girl to her peaceful reflection, though most of the time was spent in her mind. What would she do if someone did happen to come along with intent to harm her? She ran through countless scenarios in her head, trying to find one, just one, where she could emerge victorious and unscathed. She had just about perfected it, when Marise finally stirred, her eyelashes fluttering. She apologized to her over and over again, though Catriona didn't seem to care, instead getting to her feet and holding out a hand for her mother. After blinking for a moment, and then checking back to make sure she had indeed succeeded in healing the still slumbering soldier, Marise took her hand. Without another glance back, the two continued on with their walk, and Marise could have sworn there was the slightest hint of a smile in her daughter's eyes.
Posted: Fri Oct 11, 2013 4:19 pm
You have my sword. And my bow. And my axe!
Bowl's Name: - Tweedle Celestine "Cel" Airay Her Weapon (If she has one, if not, explain why): - Claymore Her Magic (If she has any, if not, explain why): - Silvery orange. Though it's not something she really likes using because it makes her feel as though she has too much control over what goes on around her, which isn't something she wants to do. Brief Personality Description: - Speak softly and carry a big stick. Celestine takes this quite literally. Her voice is much softer than her siblings and in truth though she is the eldest, she is almost crippled with shyness. She does not speak unless spoken to, and would much rather be ignored. In a pinch she's a very calm and cool headed sort, more the strategic planner than the all out brawler.
How do you think she'll relate to her family members?: - Bale: She appreciates his patience but sometimes feels that he's too loud for his own good. Adze: Feels that Adze will always need a leash, and that would be so much easier to deal with if Adze didn't cut through them without the slightest thought.
Tweedle Dee(Dad1): Knows he's a weapons obsessed nut-job, appreciates the training but is not happy with the number of bandages she goes through.
Keris(Mom): She enjoys her mother's sense of style, however the violent and never ending beratement of how quiet she is wears on the girl's nerves. With no visible magic in many ways she feels as though her mother thinks less of her because of it.
Tweedle Dum(Dad2): She avoids him as much as she possibly can. She doesn't like his cruel jokes and the number of times she's been almost flattened by his disregard for safety.
Marise(Mother): Her safe haven. Confidant and the person she can really be herself around. She feels more at home around the tender care of Marise than she does on the field with her siblings. This is where she gets the strength of will that becomes the Claymore she fights with.
What are your goals for her? What will she do once she's grown?: - As an adult I'd like her to come into more of her own voice despite how she avoided it in her childhood. I am hoping she gains more and more of a closeness with Marise, since though she has a fighting side to her she is more understated than others.
What interests you about this family, and what are you looking forward to?: - Mainly seeing how interactions go with someone who doesn't speak up as much as the rest of her family does. And well, I have a tentatively obsessive love for the wonderland which this line originates from. Mostly for Boris since The Cheshire is my favorite Wonderland character in any take.
In Character Prompt Response: -
The smell of the unconscious person had been one that wasn't all that pleasant. But Mother had insisted on caring for the person.
Cel watched in what was concern inside, but for the outside it was nonchalance. Then Marise fainted. Panic crossed her face as she looked over the two prone bodies, one her dear mother the other a stranger.
Calm down, take a breath and think. She did just that as she observed their surroundings with a keen eye. She couldn't heal, but she could levitate them. Where was the question.
Observing a nearby outcrop of bushes, Cel moved quietly to see if it was sheltered enough to hide them all. If not...it would be fine for the stranger in the least while she troubled over how to get Marise home...or at least somewhere safer.
Busying herself with the concentration, Cel pulled all of her magic together and levitated the stranger. Merely a few inches off the ground. But it would be good enough to move them to the spot over in the bushes. Would have been if she'd been dealing with a prone figure laying down.
As she moved the figure away from a the tree it leaned against, the limp body shifted rapidly, and Cel noticed a moment too late as the rag doll nature of an unconscious body took effect plummeting the head of the mostly healed stranger into the dirt with a thud. It wasn't the sickening crack that Cel had expected, but it wasn't as gentle as she would have hoped. Surprisingly she hadn't dropped the levitation spell entirely when she'd noticed her error so the body, now laying out and a little to the side was still floating a few inches off the ground.
Dutifully, she moved the body, following to be sure she didn't harm them more, into the brush she'd sought out earlier. Setting down the stranger she took a deep breath. That much concentration often made her feel like she couldn't breath.
Making sure the stranger was well out of sight, and safely tucked away she scampered back to the prone body of Marise. It was unlikely that she'd be able to wake her, and she glanced around for another hiding spot. There wasn't really one close enough for her to levitate Marise to, and well it wasn't safe out in the open so in the least she should move Marise and obscure her with the tree.
Cel set about to shifting Marise so that she would be easier to move, then concentrated with all her power on moving the unconscious Mother out of sight behind the tree. Taking a quick survey to make sure no one saw her move Marise, she levitated the unconscious female around to the side that would be obscured from most others views. Then placing Marise down gently, Cel curled up beside her.
They'd wait there for now, until Mother woke up, or more likely Dad 2 came looking for them.
Bowl's Name: - Tweedle Barrett "Sniper" Airay Her Weapon (If she has one, if not, explain why): - A Sniper Riffle (specifically, a Barrett M98B, to explain where her name came from.) Her Magic (If she has any, if not, explain why): - Wonderland magic, similar to Keris. She is able to summon a giant pair of leathery wings in ADDITION to her smaller bat like wings. (the normal demonic TLN wings basically) The drawback is that her smaller wings will often get in the way which makes it hard to steer and maneuver at times. The energy to try to flap both pairs without tripping herself up is more trouble than she is willing to master. Brief Personality Description: - Impatient, hard to impress, easy to irritate. Barrett, or Sniper as she'd prefer to be called, seems put off and indisposed at the slightest of things and is very verbal about it. She will grow too impatient with others and attempt to kill them, unless there is someone with her would rather the other live, then she might spare their lives, however highly unwillingly. Any chance she can get however, will be spent finding someone to torture and/or chase. She enjoys the game of cat and mouse, the feeling of power and dominance over her victims gives her a thrill unlike no other. (Except maybe baby making.. and then.. to combine the two.. holy sweet Jeezus lawd have mercy!)
She will love her Riffle, talk to it, coo to it, treat it as if its a living breathing thing. It will he her baby, her darling, her pride and joy. NO ONE is allowed to touch her riffle, ever. If anyone dare lay a paw/finger on it, kiss your brains goodbye. She will give you one warning when first meeting, that's it. You are expected to remember it for the remainder of your life.
Oh, and she has a weird thing for pet names... for everyone. You probably wont get called by your real name unless you've seriously done pissed her off.
How do you think she'll relate to her family members?: - She will love them as best any child/sibling/relation ever could but she would not go out of her way to openly show it. They will be the ones most privy to her irritation and tantrums. She will no doubt call her parents (and parents only as everyone else will receive some sort of nickname) by their titles and names, Such as Mother Marise, Mother Keris. Father Dee and Father Dum. This will usually only happen when speaking to them in a group of 2 or more (like if both Mom's were present, she'd distinguish the two by their names, otherwise its just Mother or Father when there is only one present.) or when she is talking about them to someone else. (i.e. "hey bro, Mother Keris wants you to go help Mother Marise.)
Having two sets of parents will not deter her in the least. She will no doubt find faults in all of them that will set her off so she will most likely never favor one over the other. At most she will say she resembles -insert parent here- more than -insert other parent here- but that does not make them any higher on her 'list' than the others.
She will however, never want to be away from them for prolonged periods of time, as even if she doesn't appear like it at times, she enjoys the amusement they provide her with. Think of her like an outdoor cat. She will come and go as she pleases, when she pleases, and if she doesn't come back for weeks, then you know something is wrong.
What are your goals for her? What will she do once she's grown?: - I'm always hesitant on giving a definitive answer for these types of questions as generally, my plans tend to change on RP occurrences. I can say however that she will be around, maybe not always in the mansion but near by, as she doesn't want to be somewhere that her family is not. What interests you about this family, and what are you looking forward to?: - Just, everything. I've not read into too much detail about HnKnA, but I've dabbled into it and I want to get more familiar with it. I've almost bought some the manga's a few times but..money... |D I even have an Airay in another shop. I just love all things Wonderlandesque. I love blood, gore, the entire idea that they don't have hearts but clocks and death is just neighbors prissy poodle you can keep on a tight chain and laugh when it attempts to get away and chokes itself.
In Character Prompt Response: - Sniper sighed, pressing a paw to her head.
She just -had- to go and do it again. Over healed and now they were both faint. "Great.. just great." she said sitting down and flicking her tail. "You just had to go and over exert yourself, didn't you Mother.... couldn't just leave well enough alone." she groaned, rubbing her temples as she contemplated what to do.
The urge inside her said to just leave the bystander, get Mother home so she could rest up and be tended too. This wasn't the first wounded, and certainly wouldn't be the last. But she knew well enough that Marise cared deeply for near about anyone and wouldn't have attempted to heal them if she had plans to just let them sit and rot. "Mother dear... you really put me in a pickle, you know this?" she cooed to the unconscious form of her mother as she gently swept aside the dark bangs from her Mother's fast shut eyes.
She was beautiful, her Mother. Both her Mother's were. Neither one over the other in her mind, but their personalities seemed as different as night was from day. The only thing keeping Sniper battling conflicting thoughts.
Her baby hadn't been used in sooooo long... not since her play with her fathers earlier this morning. Oh that was just far too long! She could just... whip him right out, take aim... revel in the mess of a close range head shot. Oh it would be glorious.. Glorious I dare say!
A soft sigh escaped her lips as she picked herself up and delicately picked her way around the wounded bystander. "Nothing special.... plain clothes.. bland hair... No one would really miss you, would they darling?" she leaned in and cooed into the unconscious victim's ear. "I could end it for you.. you know. One shot. One.. single... exhilarating shot. Right between the eyes, my sweet. It would all be over." she whispered now, more so to herself than the unresponsive lifeless body.
A twisted smirk tickled the sides of her lips as she tossed her head back, gazing down her muzzle at the motionless body like a lion sizing up it's prey. Like a god... smirking down at his lesser creations. His inferior puppets.
Running a paw tantalizingly along their back, feeling every curve, every nook, ever fiber of its being, she slowly lowered her torso to the ground, leveling herself out but keeping her head well above the other to display that dominance. Her beloved riffle made its presence known, swung from her side and into her grasp as if obeying its master's call. "I could do it. I want to do it...." she paused, glancing over to the trigger, tongue passing across her lips before she sat up, her expression now that of irritation. Lids half shut and scrutinizing.
"Lucky for you.. Mommy Dearest may not find favor with me for killing you... not after the silly pet used all her energy to heal you, obviously she meant for you to live... such a pity." she sighed, the last part coming out in a high pitched baby like pouting tone. "Its not fair!" she groaned, flinging her airs into the air as she spun around to view the unconscious form of her Mother Marise. "Why do you do this to meeee. It's not Fair! I want to kill them... you're so mean." she grunted, stamping her foot into the ground.
She leaned over and stroked her riffle, lifting it up to plant a kiss along the cold barrel. "I'm sorry, my pet. Mayhaps later I can find someone to make it up to you with..." she cooed to it, stroking it gently before letting it swing back to her side, where it then disappeared.
Her smaller wings flared, casting shadows against her back that grew in shape and size as she brought forth her larger wings via magic, one of the similarities she shared with Mother Keris. Gently scooping up Mother Marise into her arms, she lifted herself ever so slightly off the ground. "Never fear silly Mother Dear... I'll take you back though. Mayhaps I will just see to it that you owe me one later..." she tutted, her features back to her usual none to pleased self. She turned, flaring her wings, but paused, turning her head over her shoulder as she glanced back at the unconscious form she intended to leave behind. They would wake up sooner or later... if not... well some other lucky b*****d would get to come along and enjoy the thrill that should be hers.
But there was always others.... always someone else lurking around....
The thought brought a pleasant twisted smirk to her lips as she dared ushered a laugh before pushing onward to the ..... extremely irritating... journey of bringing her mother back home.
"Curse these damn wings... why can't you work properly.. UUHG!"