sirenspull application

Jun 30, 2011 14:47

Player Information

Name: Liam
Age: 26
AIM SN: serial nostalgia
email: theboyharuka@yahoo.com
Have you played in an LJ based game before? Been here over a year, baby!
Currrently Played Characters: Ritsuka Aoyagi (little_bandages) | Franz d'Epinay (hisdiscretion) | Czeslaw Meyer (tiny_schemer)
Conditional: Activity Check Link: http://sirenspull-ooc.livejournal.com/627999.html?thread=44975135#t44975135

Character Information

General
Canon Source: 999: Nine Hours, Nine Persons, Nine Doors
Canon Format: video game (adventure, visual novel)
Character's Name: Snake (Light)
Character's Age: 24
Conditional: If your character is 13 years of age or under, please clarify how they will be played. n/a

What form will your character's NV take? Snake's NV will take the form of a sleek blue smartphone with a touch screen of electric active plastic rather than a typical LCD. When activated the screen will display a braille alphabet for inputting letters as well as a reading screen that displays text in braille. It will include a small bluetooth piece to both listen to messages and relay and receive audio cues for browsing. While Snake's NV will be unable to display video (he will receive video messages as audio only) there will be a camera on the back for him to make video recordings.

Abilities
Character's Canon Abilities: Due to his blindness, Snake's sense of hearing and touch and even smell have grown far superior to a regular human's. On top of that he incredibly intelligent and well-read on a huge variety of subjects, particularly academic ones, and quick in both reflex and wit. He is athletic and in good shape, and handy in a fight. His left arm is artificial, but passes for a real, though its makeup is more flexible (he ‘crushes’ it at one point to get out of a bracelet).

Like several of the other characters in 999, Snake was discovered as having a predisposition to telepathy as a child. He is able to receive or transmit information over great distances, particularly when under under life-or-death stress, however, it is not noted that he has used or developed this skill since the initial experiments.

Snake is very detail oriented, and keeps a calm head at all times. He is able to call upon an almost supernatural amount of strength under the extreme circumstance of finding out the man that kidnapped and tormented he and his sister as a child murdered his sister - he survives being shot multiple times and has strength enough to hold the man down. It is unlikely such an impressive feat of strength could be repeated in any situation aside from a need to protect or avenge his sister.

Conditional: If your character has no superhuman canon abilities, what dormant ability will you give them? The Core will amplify Snake’s telepathic abilities. Snake will unconsciously start to ‘pick up’ the surface thoughts of others, particularly if there is repeated information or thoughts (such as everyone is angry at a particular person, everyone is focused on a bit of news, everyone learned how to do a specific thing). However, as a telepath with stronger tendency to ‘receive’ rather than ‘transmit’, while Snake will naturally grow to be able to read others minds (and probably necessitate some self-training to avoid reading people’s minds at times, if they unguarded), he will not be able to do more than send rather vague visions and emotions at others without help a instruction. Should Clover appear in the Port, Snake would likely have a deep psychic connection with her in particular.

Weapons: n/a

History/Personality/Plans/etc.

Character History: When Snake, given name Light, was a child, he was in a terrible accident and lost his vision and left arm. He was able to adjust and live a normal life with a prosthetic arm. At some point, ostensibly during continued treatment for his disabilities, he was placed in the care of a Cradle Pharmaceuticals hospital. He and his little sister Clover were subjected to ganzfeld experiments (involving two separate people placed in separate rooms with sensory deprivation to 'transmit' information to one another) that proved them to have telepathic ability.

When Light was 15, he was kidnapped from his own yard where he was picking four leaf clovers for his sister as a birthday gift. Clover was also kidnapped at this time, as were 8 other sets of siblings who had been tested with ganzfeld experiments and found to have telepathic potential. While Light was unconscious, agents of Cradle Pharmaceuticals placed him aboard the SS Gigantic somewhere in the deep ocean, then forced him play a game of life or death called the Nonary Game. In nine hours, nine children with numbered bracelets had to solve puzzles behind numbered doors and find the one marked 9, or the ship would sink. Meanwhile, Clover had been placed in Building Q, a warehouse in Nevada retrofitted to exactly mimic the setup of the Gigantic. The children in Building Q were meant to solve the puzzles and transmit their answers to their siblings on the Gigantic, under the hope that the distress would amplify their ability to transmit that info.

If the children on the Gigantic didn’t find their way off the ship in nine hours, a bomb would detonate and sink the ship. Light, one of the oldest of the group, managed to rally the squabbling, panicked children by giving each of them one of the clovers he was collecting for his sister, and telling them that each leaf represented Faith, Hope, Love and Luck, and with these things they would be able to make it through.

In the end, all of the children except a little girl, Akane Kurashiki were rescued by a detective also on the ship - known later as Seven. When she was separated from the group, Light and Aoi, Akane’s sister, accompanied the detective to attempt and save her, but she was apparently killed in an incinerator, trapped trying to solve a puzzle. Everyone else made it onto the boat before a bomb detonated and sank the Gigantic.

Nine years after that Nonary Game, Light was once again drugged and pushed into a deadly game. Because of his disadvantage being blind, Zero, the one running the game, gave him a letter in braille detailing the rules of the game.

According to the letter, Light and 8 other people - including his sister, Clover - were being forced to play the Nonary Game. Much as before, they were placed on a sinking ship, and had to work together to solve puzzles and find a door marked 9 in order to escape in nine hours. Each person had a numbered bracelet, and a bomb placed inside their stomach while they were drugged. Zero, the anonymous kidnapper running the game, warned Light that he could not reveal what he knew of 9 years ago, or the bomb placed inside Clover would explode.

Every one of the participants save a boy named Junpei took on a nickname matching their bracelets. Light chose to be called Snake due to his number being marked 2 (for ‘Snake Eyes’).

One of the participants quickly (and unwittingly) tested the veracity of Zero’s claims, attempting to enter a numbered door by himself rather than with the other participants whose digital root would add up to that amount. Behind the door, the Ninth Man perished from the bomb exploding in his guts.

Due to being blind, Snake chose to be one of the people to go behind that door in the proper manner and explore it, since he could not be horrified by the sight of the man’s eviscerated body.

Later, when the remaining 8 split up to search for missing components of the numbered doors, Snake was once again kidnapped and drugged. His clothes were replaced with odd ceremonial robes and he was placed in a locked coffin.

Fate branches here, all depending on the decisions Junpei made.

In one potential ending of Snake’s story, he is freed by Junpei and Seven only to find that Clover was killed by one of the other 8 - the very criminal who kidnapped them and subjected children to the first Nonary Game, the CEO of Cradle Pharmaceuticals, Gentarou Hongo. In this ending, Snake attacks Hongo as he describes stabbing Clover. Even when Hongo shoots Snake multiple times, he continues to attack him and keeps Hongo subdued, trapping them both in an incinerator as it eventually destroys them both.

In the ‘true’ ending of Snake’s story, he is freed by Junpei and removes his bracelet since it’s on his prosthetic arm. The truth is revealed that Zero is none but Akane Kurashiki, reaching across time to save herself from her fate 9 years ago. Snake was kidnapped so that another one of the perpetrators of the first Nonary game, Nagisa Nijisaki, could be dressed in his clothes and murdered by his former cohort during the game in a case of mistaken identity.

The ‘true’ ending of the game involves Junpei rescuing the Akane of the past, and the final CEO (after the Ninth Man, Nijisaki, and a fake Zero are all found murdered) confessing to his crime. The remaining contestants of the Nonary Game make their way to the exit, only to find they were not in the sinking Gigantic, but Building Q in the desert of Nevada. Upon exiting the ship their bracelets fall off, and they find no wiring mechanism, just a simple chip like an ATM card, suggesting the remaining ‘innocent’ people were never in any danger of being killed, because there were never any bombs inside them. They make their escape in Jeeps provided by Zero with Gentarou Hongo tied up in the trunk.

Point in Canon: Just after being kidnapped by Zero and waking in the coffin during the ‘true’ ending, IE, he entered door 5 without Junpei at the first story branch.

Character Personality: Snake is calm and poised, even called ‘prince-like’ several times by Junpei. In the course of the many traumatic events in the game, Snake never once panics and in general exhibits far less frustration than the other people trapped in the Nonary Game, keeping calm in the face of adversity. In fact, the only time he ever really loses his cool is when he’s face-to-face with man who admits to murdering Clover without remorse. Overall, Snake is even-tempered.

Snake is very intelligent, well spoken and incredibly well-read, always handy with a suggestion or information relevant to the task at hand. While these are all good and helpful things, Snake’s confident manner is interchangeable with outright arrogance at times. Snake is very aware of how smart he is and won’t hesitate to show off his knowledge - in fact he may show off more than is strictly necessary if it’s something that interests him or it’s obscure and he’s proud to know it. In other words, he can be quite the know-it-all. Perhaps the most aggravating thing about that arrogance is it is not unfounded, so rather than a braggart, he’s a show-off.

Arguably either the least or most pleasant aspect of Snake’s personality is his sense of humor. Snake has some serious fangs, and he’s never afraid to point out when someone is being stupid, usually with a sarcastic witticism. At times he can be outright scathing, and it’s likely that being snarky is one way that he deals with the stress in his life. He definitely has a sense of humor about his blindness, reminding others that he can’t see with jokes rather than a request for help or a complaint. While going blind was undoubtedly a terrible experience for him, Snake does not complain about it, and rather emphasizes its positive effects on his senses. He waxes philosophical on the irony of being constant darkness, but how this state often allows him to cast ‘light’ on a situation and draw his attention to thinks seeing people overlook. That being said, it is perhaps his desire to be taken seriously and not have any special treatment that causes him to over-emphasize his intelligence and rub things in when he’s right, and put others down when they’re wrong. Though he does exude a bit of an air of graceful detachment, he is not above having fun with others, and occasionally makes dirty jokes.

His sister seems to be the most important person in the world to him, and she seems to adore him. They have a very close relationship, suggesting they are somewhat dependent on one another. He is definitely the type of big brother who will always step in to help and defend his sister... not that she usually needs it.

Character Plans: Unlike some of the other characters, it’s never expanded on what Snake was doing when he was kidnapped for the Nonary Game the second time, and he seems to be a jack of all trades type with more than one area he focuses his brains. Considering such a serious accident and loss of vision may have set him back a year or more in his childhood education, I think it’d be reasonable to say Snake still is a college student, pursuing either a degree in biology, mathematics, or education (as he clearly loves to learn new things, hear himself talk, and makes a good leader). It’s also possible that his advanced senses could be useful in a job relating to Darkness-proofing. Once he adjust to life in the Port he will likely wish to continue his education, where he may encounter a number of difficulties as a Newcomer. Once his telepathy begins to work in earnest he will probably wish to put the skill to work in a useful way, perhaps by helping the police force.

It will be fun to explore Snake’s interaction with the world, with many different kinds of people, considering his arrogant yet very mannerly attitude as well as different peoples’ various reactions and prejudices toward the visually impaired. He will likely be very interested in and have a lot of comment on current events. Considering his own poor experience with Cradle Pharmaceuticals, he will hold SERO in particular disdain.

Appearance/PB: http://www.livejournal.com/allpics.bml?user=typhlopid

Writing Samples

First Person Sample [voice]

[The voice is calm, steady and refined.]

I was told I might use this net-device to contact others trapped here. Clover, are you there? Junpei, Seven, Ace, Lotus, June, Santa - please reply promptly if you received this message. I appear to not longer be on the ship, but in a wide field with signs and a chain link fence at one end. There is a building off to one direction with people - guards, I think, by their strides - milling about.

It might be fastest if one of you were to come retrieve me. The approaching darkness makes no difference to me, but apparently it does become somewhat dangerous.

Once me have made contact, I think it best for us to go to the so-called Newcomer Clinic. If we truly have escaped Zero’s clutches, or if this is some other part of the scheme, it would be best to receive full examinations and X-rays done.

[The audio cuts for a few moments where Snake is apparently speaking to someone, and then returns:]

If it is true that I may have arrived here on my own, hello. You may call me Snake.

I would like to ask if any of you have heard of the Nonary Game, and also how I may get to a hospital.

Third Person Sample

Snake would never admit it to anyone - not that there is anyone currently nearby to admit it to - but he hates hospitals. He’s aware most people don’t like them, but there will never be words to describe the horror of waking up one day, feeling gauze on his face, hearing the voice of his sister and of doctors, the quiet beep of machines, and realizing his eyes were open, but he was unable to see. Even in the haze of painkillers he detected a waver when the doctor explained the situation. They were unable to save his vision. They were unable to save his arm.

Today things are not so serious. The X-rays show no signs of a bomb implanted, an investigation of his numbered bracelet found only a chip inside. They are keeping him for observation due to having been drugged twice in such a short time, and he’s receiving some fluids for mild dehydration. This situation might be somewhat better considering he doesn’t have to spend his first night in a strange new city on his own. In its own way, the sounds of a hospital are as familiar as home, since it was in such a place that he learned to ‘see’ once more in the darkness.

Snake listens to the sharp footsteps of doctors and nurses, the shuffle of patients and worried, sometimes annoyed visitors. The bed next to him is empty so far. At first, Snake had passed the time amusing himself with his NV, but found himself unable to focus. Though the nurse had offered to bring him in a radio or find him a book in braille to read, Snake refused it. Instead, he listens to the news report in the next room, detailing the rampage of an escaped mental patient.

The sirens had gone off not too long ago, but the world outside had not gone quiet. There were things stirring outside in the darkness, making sounds eerier than the creaking of the Gigantic as it made its way through the icy Pacific.

There is a tap-tap-tapping near his window. It is reinforced, of course, like all things are here, which gives it a sort of hollow metal sound. Tap-tap-tap. Snake is reminded of his own attempts to reach the outside world, trapped in that coffin for hours.

Tap-tap-tap. It’s faint, and after a moment Snake realizes the sound is not coming from his window, but the one next door, in the room where the patient is watching the news.

Tap-tap-tap. C r a c k.

Snake sits up quickly, scrambling for the door.

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