Player Information
Name: Kal
Age: 22
AIM SN: walkthedawn
email: otherpromise@gmail.com
Have you played in an LJ based game before? Y
Currrently Played Characters:
walkthedawn and
proxysearchConditional: Activity Check Link:
Here Character Information
General
Canon Source: American McGee's Alice
Canon Format: Video Game
Character's Name: Alice Liddell
Character's Age: 19.
Conditional: If your character is 13 years of age or under, please clarify how they will be played.
What form will your character's NV take? A leather bound book. By drawing a window, she can make the NV use the video function. Allowing it to be open will activate the voice function.
Abilities
Character's Canon Abilities:
Conditional: If your character has no superhuman canon abilities, what dormant ability will you give them? Alice's mind is both a powerful and fragile tool to use. That being said, inside of her Wonderland, she has access to a variety of "powers" and abilities.
The first is, of course, creation and manipulation of the world inside her psyche. She has created Wonderland and runs it on her own. The state of Wonderland is constantly affected by her own mental state; should she descend into madness, Wonderland becomes warped and twisted. Her canon point has her fully accepting her life of not-so-normal and madness, and so Wonderland has bled itself into the real world but solely for her own. More on this later.
Her actual abilities on her own in-game are combative ones and those that can ensure her survival.
- High-jump and free-floating.
- Dodging: She turns into several blue butterflies and can dodge out of the way of attacks. It's a two-second sort of dodge.
- Weapons expert. She can wield a short blade, a metal hobby-horse, and a small rabbit bomb. Most of these weapons will not be coming with her, but the inherent capability to fight will.
- Shrinking. She can shrink herself down to fit in someone's palm at will and can stay in this state for a long while.
- Hysteria: When she is in danger of dying, Alice has a last-ditch ability that allows her to attack with lightning speed and she can kill most opponents in seconds.
It's not a pretty sight. In order for any of these things to happen, though, her basic abilities would have to come in to alter her physical form and all that she is. As time goes on, this will begin to affect her immediate surroundings. Her bedroom will become odd with flowers and mushrooms popping up. What she sees in her world-Wonderland will affect the real world around her, but only when she begins to drift and daydream. She will be incapable of changing any part of the world permanently; within minutes or hours, the effects will disappear.
Of note: anything caught out in the Darkness will immediately warp and twist into something hellish, as the Darkness changes the world. And by morning, those things will be gone.
Weapons: Her trademark
Vorpal Blade History/Personality/Plans/etc.
Character History:
Alice in Wonderland and
Through the Looking-Glass are both the beginnings of Alice's tale.
American McGee's Alice synopsis and a
second link.
Brief synposis of Madness Returns Alice Liddell's history Point in Canon: Post-Madness Returns
Conditional: Brief summary of previous RP history:
Character Personality:
(Note: The personality section needed to be divided into three parts to better understand the facets of Alice's personality without seeming unconnected or too cluttered to be read properly.)
Alice the Child
"I'm sailing...with a friend! Things have changed."
In the Lewis Carroll books, Alice is depicted as kind, imaginative, and, above all, curious. She throws herself into a strange world with unknown dangers all for the sake of satisfying her own curiosity and relieving herself of boredom. Wonderland is, of course, a world of her own making and one that lingers inside of her mind. Everything, and everyone, there is an extension of her life in the real world and is a representation of her changes over time and what distracts her that day. Many of the characters, after all, are animals and creatures that are tame with a fantastic spin on them. Every single one of them brings Alice joy in one way or another; no one in Wonderland is inherently evil in Wonderland except, perhaps, the Queen of Hearts.
As Alice grows older, she does take on a more cynical edge, but certain traits still carry on from her child-like self into her older personality. She is very fair in what she does; while she may grumble at the work, she does help people and ask them for their help in return. She believes that nothing should go unrewarded and she has no delusions about her own strength. Even at the most critical times, she knows when she needs help and often relies on Wonderland's most famous creatures for their guidance. The Cheshire Cat is her constant companion and she is chasing the White Rabbit in the first game.
While she does not readily show it very often, Alice's childishness and soft underbelly still pokes her way through in some situations. She has been shown to throw the equivalent of a temper tantrum and can lose her head, especially when a situation calls up a memory from her past. She is very fond and defensive when it concerns Dinah, her cat, and her stuffed rabbit doll. During her journey, she purposely evades the truth more than once and pushes herself into denial by simply closing everyone off. She even breaks down and cries more than once for the deaths of her friends and for Wonderland's slow destruction.
Alice the Mad
"I only take tea with friends."
The death of Alice's family and her time in the asylum changes her drastically. She becomes catatonic for a long time, staring at nothing and breaking away from reality. Her sanity is fractured and the workers in Rutledge do not help her. Under the abuse from the orderlies, other patients, and the "treatments" they give her, she is left to simply find meager ways to cope with the stress. One of those ways is to harden her heart and to damn her politeness, throwing it away in favor of something much more predatorial. In her world - and in her damaged Wonderland - it is kill or be killed. She is relentless and aggressive and she will fight for her very survival and sanity.
In her time in the asylum, her journey through Wonderland's twisted maze reflects, once more, her daily struggles. The creatures of Wonderland have been warped and seem more grotesque and dark than they once were. The Mad Hatter is a symbol of her doctor, the Tweedles are the reflections of the cruel nephews of one of the doctors, one of the nurses is the Duchess, etc. Her trials in Wonderland directly mirror what goes on in the real world to the point that she cannot distinguish reality from fantasy. She attacks several of the hospital staff during her stay and treats many of them with hostility. She is quickly labelled as unhinged and dangerous, but she is only acting in her own self-defense.
This sort of behavior manifests itself in Wonderland as well. Alice is encouraged to take up a blade against her foes and to destroy anyone in her path. She is vengeful, bringing her personal grudges into battle with her. She jumps into the fray against the Tweedles with vehemence and rage, never caring for the consequences. Her mind is entirely focused on the revenge she wants from their constant abuse and torment. Subconsciously, she understands that she is the creator and controller of Wonderland. In her selfishness, she also realizes that she can destroy whatever she'd like.
Alice the Queen
"What you claim not to know is merely what you've denied."
Just as Alice can create and destroy parts of Wonderland because it is her creation, so can one other person. The Queen of Hearts - mistakenly called the Red Queen at times - has just as much influence on the state of Wonderland as Alice does because she is Alice. Alice's insanity and guilt manifest themselves as the Queen of Hearts, turning her into a grotesque projection of Alice herself in the first game. She controls giant tentacles throughout Wonderland and rules with an iron fist (the tentacles are the same as the straps on Alice's bed, the arms of the straightjacket, and the chains that keep her shackled to her madness). She has helped to change everything and all of the citizens of Wonderland implore Alice to stop her. Caterpillar even tells her that she must be defeated before Alice can be sane once more.
The Queen, herself, is vicious and cruel and she orders the beheadings of several of Wonderland's creatures. Her greatest pet, the Jabberwock, is the manifestation of Alice's survivor's guilt and taunts her in the hopes of dragging her down. The Queen does not leave her castle, instead manipulating through her subjects and through circumstances (like the deaths of Alice's companions) to get her work done. She is a force to be reckoned with upon facing her, though, and her words are rather surprising. She asserts herself as the adult ruler of the world, calling her a dreaming child and making her appear insignificant. She is ruthless in her manners, haughty and unkind.
While she is defeated in the first game and, presumably, killed, Alice cannot live without the Queen as a part of Wonderland. She is Alice's wrath and cruelty, but she is also a governing force and the most mature person in the kingdom. When she is confronted in the second game, she takes on the face of a young girl. It's even possible that she's supposed to look like Lizzie, Alice's sister, because Alice always looked up to her sister before she died. She was the most mature person she knew besides her parents. The other reason is because the Queen is revenge and wrath and Alice unconsciously knows that Lizzie was killed before the fire and the Queen wants Alice to wreck havoc on the one responsible.
The Queen's influence on Alice is minimum; Alice has easily broken past her machinations before and refuses to be toyed with again. But there is a certain satisfaction in letting go and in taking control of what's hers. Alice rarely embraces this cruel side of herself willingly, but in the end, it is just a facet of her personality and one she can control with ease. Bumby's fate is one entirely of Alice's doing and she condones every second of it. Only she has the right to change, create, and destroy Wonderland as she pleases. Anyone else is intruding upon what is hers and they, by right, become subject to her laws.
Conditional: Personality development in previous game:
Character Plans: Alice will be getting a job at an orphanage for the children of SERO and AGI parents who have been taken away to the companies. She will have a rather public stance against AGI (though SERO is just as bad, in her mind) and will work to keep the children safe. She'll also be seeking out friendships with people from her time period and will probably pay a visit or two to the Sanitarium to at least see how things have changed over the years. She'll also want to understand the Pandora Hearts Chains and why they're related to Wonderland creatures.
Appearance/PB:
Her usual wear and her
Wonderland dress.
Writing Samples
First Person Sample
[voice]
I've been here for a little over a week now and I do wish I could say I have gotten used to this city. Nothing here is quite the same as back home and I'm woefully lost in such a large place. I can't imagine being here for as long as some of you have.
[A doodle might show up on the person's NV if they care to check. Someone's scribbling in her NV book while she speaks. It's a large caterpillar that...seems to be smoking something.]
But that's not what I wanted to ask about today, actually.
I have been told about these...companies. [She has a few choice words about them but she won't speak like that publicly.] And I've seen what their presence has done to the poorer families and homes. Is there nothing that can be done?
Third Person Sample
Normally, a drop into Wonderland would have felt freeing and uplifting. It was like a leap of faith down the deep rabbit hole and into the fresh air and sunshine of a world that was truly hers. This sort of drop, however, was less than thrilling. She had spun out of control and had screamed on the way down, even as she fell into an abyss of blackness. London - and Wonderland - disappeared in a matter of seconds.
She awakened on wet grass.
It tickled her nose and she wiped the water away with a swipe of her hand as she rose to her feet. Unsteady, she dropped right back down to her knees. "O-Oh," she murmured, closing her eyes. "That fall was none too kind," she whispered under her breath, expecting the Cat to make an appearance at any time. Moments passed and she was met with the sound of silence, an eerie thing indeed for the girl from Rutledge. With a sour look on her face, she lifted her head and cast her eyes about her landing place with an almost expectant look. There were large mushrooms and tall flowers about, all familiar to her. The backdrop, however, was like nothing she had seen before. "What sort of..." she muttered uselessly, frowning.
You're mad, Alice. You don't even know your own home any longer.
"Miss!" She turned as a man wandered up in an odd coat, holding an umbrella out to her. "Miss, it's getting dark. You should come inside with me."
She frowned, moving away from him as he tried to take her under the safety of his arm. "Get away," she snapped, eyes narrowed in suspicion. "I don't need anyone's help," she added.
"Miss, please," he began, but the tell-tale call of the siren stopped him. Alice lifted her head in confusion as the island began to darken and an inching of decay swept across the land. Eyes going wide in terror, the man began to pull on her arm. "We need to go to the dugout!"
The words fell on deaf ears but at least she could move with him. She looked behind her the entire time and watched as her flowers withered away and turned into rivulets of rusted twine. Her mushrooms fell apart and crumpled into a heap on the grass, rotted and stinking. It's happening again. The world she saw, half-Wonderland and mad, was stripped away of its beauty and replaced with the raw flesh of a dying and corrupted world she had known only in madness. Both fear and anger gripped her body and she couldn't see straight. Her path was aimless and uncertain even as the greeter took her into the safety of the dugout and put her behind the wired gate.
"It's going to be okay," he assured her. "Let me get you a towel. You're wet from the rain."
She said nothing as he passed by her. Her eyes were focused on the grotesque world beyond the tiny sanctuary he had brought her to; her fingers found the wired mesh and she clenched her fists in the metal. "What sort of place is this?" she whispered softly. "What terrible dream have I stumbled into now?"