Jarjammed app
Jan. 2nd, 2012 08:15 pmPLAYER INFO:
Name: Naem
Preferred pronoun: I am a she. ouo
Preferred means of contact: AIM is fine (I'm gracefulgraveler) though I might need some prodding to come online; sending me a private message or a Plurk (
mistytpednaem) pretty much guarantees I'll be there asap.
Any other characters currently in-game? Obviously not. :B
CHARACTER INFO
Name: Shelly de Killer
Gender: Male
Source: Ace Attorney (AU; much younger than in canon)
Canon point: Not long after his very first independent murder (that is, without his mentor breathing down his neck). A coming-of-age, you could say!
Age: 17
Colour: #EF7BA5
Chumhandle: dandyKnockoffing
History: Let's have a look at de Killer's canon history!... Wow, there isn't much there, is it? In fact, only one sentence points to his background: "He is the third heir to a line of assassins known as "de Killer" that first became known in the early 20th century." So... we'll have to make do with a whole lot of headcanon here!
Shelly de Killer certainly isn't his birth name, nor is it John Doe; his real name doesn't matter much nowadays, anyhow. There were always many things that didn't matter to Shelly, even as a young kid, perhaps because he didn't seem to matter much to anybody else as well. It only got worse when both of his parents died and, left guardianless, he was put to the care of an English orphanage.
Until the then-current de Killer took him in and, little by little, Shelly's perception of good and evil was set with a clarity unusual for a young boy. Law wasn't always right, criminals weren't always scum. There was black and white, but there was also a sea of grey in the middle. Even in his old age, Shelly would go on to think his mentor was still one of the best men he had ever met, despite having been a murderer and a liar-by-necessity.
The young Shelly didn't hesitate for long after learning the true identity of his adoptive father - he accepted the offer of training, a name, and a legacy. The early years involved mostly theory and observation; only as he aged would his mentor let him take a more hands-on approach. And of course, as he aged, his understanding grew as well: he was aware of how morally iffy it was for an older man to take a young, impressionable child under his wing and teach him about cold-blooded murder. It just didn't particularly matter for him. Of course, it's debatable if that mightn't be a logical effect of the older de Killer's "brainwashing". Either way, Shelly will vehemently deny any criticism you pose about this, and even come to think of those years of training as the best in his life.
Shelly's already killed a handful of people under his mentor's supervision and one on his own - though even during the latter, he had the oddest feeling that he wasn't alone. As it stands, he is well on his way to becoming the next de Killer: he has even settled on Shelly as a name and is currently working on his very own symbol - a stylised seashell, yes, he was always very fond of collecting those when he went to the beach all by himself, in the far, far past. What kind, though?
He probably won't have the time to come to a conclusion, what with Sburb getting in the way and all.
Personality: The things that do matter to Shelly... well, they matter a hell of a lot: purpose, duty, loyalty, trust, not making an enormous bloody mess when you stab someone. He was always level-headed, even as a kid, but his upbringing as a de Killer shaped his personality further. When there is a task to be carried out, Shelly takes it to the end; when there is a word to be upheld, then by God, he will uphold it. It may have been Shelly's diligence that motivated his mentor into raising him and honing that same trait - after all, the de Killers have a reputation to keep.
It also helps that Shelly is very, very neat. He'll avoid making a mess in the first place, sure, but if there's absolutely no way around it, he will clean up after himself. It might take him a while (at least, while he is inexperienced), but not a single trace of incriminating evidence will be found wherever he has been.
Yeah, he's a bit of a perfectionist. And he holds other people to high standards, too, so he can quickly become condescending if he has a reason to...
As long as you haven't wormed your way into his heart, that is.
You see, Shelly, too, is a human being. Yes, he is a teenager, with feelings and weak spots and even a few hormones running rampant. However, he believes that, as an assassin, he has no business with all that nonsense, so he goes out of his way to distance himself from people. He is polite, yes; the smile he often presents appears warm, yes; but he does not want to truly connect with someone.
Unless you're an animal. He is absolutely fine with animals. Like cats, for instance - adorable little rascals and fearsome predators at the same time.
Don't expect his cold wall to always succeed, though. Pick away at it, and Shelly will quickly become flustered and completely unaware of how normal people have normal social interactions that are not related to murder-for-hire in any way. It would be cute if it weren't a bit sad, and also if he were not capable of strangling you without remorse provided he was paid for it by a trustworthy third party.
Additionally, he is a terrible liar who actually believes "John Doe" is a believable pseudonym.
Abilities & physical limitations: Shelly's abilities are firmly grounded in reality. At least by Hollywood standards. Sure, he doesn't have superpowers of any kind, but his training under de Killer Sr. has endowed him with dexterity, accuracy, stealth skills, knowledge of firearms and blades, and close combat abilities. Though he isn't the brawniest guy around, Shelly could, with careful strategy, take out opponents larger than him. Of course, he's still young, meaning his skills can still use a lot of honing, but he is well above your average well-dressed teenager.
Appearance: On the left, obviously. I... am not sure if this picture is better without context or not.
Notable AU differences from canon, if applicable: His age, pretty much. Canon!Shelly's age is never given, but he's pretty clearly an old man; this Shelly is supposed to be the same, only younger and lacking decades of experience.
Strife Specibus: Knifekind
Prototyping: Anatomically accurate full body mannequin (like this, except... full body).
Title: Usher of Graves
In-game abilities: These are subject to change, of course, but they should revolve around one's path to death and communication with the dead. I'm iffy on letting him literally see how someone is going to die, since that could easily get gamebreaking; perhaps, even with his abilities at their highest point, he won't be able to see anything specific - at the most, he could know how one certain course of action could eventually lead to someone's death, and then proceed to nudge them towards/away from that path? Either way, it won't be anything like that at first. In fact, his powers should be pretty much useless at lower levels, since any decent player can lead imps to their deaths. Perhaps if the game ever comes to have anything to do with dream bubbles, he could guide the players through those? I-I dunno.
Planet: The Land of Blood and Shells is a vast beach with white sand, rock formations that look much like (and may actually be) giant seashells of all sorts, and a red sea as far as the eye can see. Its consorts, small and timid catfish are now struggling to survive ever since the planet's denizen, Erlik, killed all the inhabitants of the sea ina hissyfit rage, tinting it red with their blood. The only way to solve this might be by finding Erlik and negotiating with him, but what kind of idiot would do that?
RP Sample:
DK: Are you all absolutely sure there is no way to disable abbreviations in this program?
DK: I have to admit that every time I see my abbreviated "chumhandle" prefacing each of my instant messages, I cringe a little.
DK: Even if I did not choose the handle myself.
DK: That much should be obvious, since it has nothing to do with the kind of person that I am.
DK: That is, as far as the (forgive the butchered English, but I must quote it as-is) "Knockoffing" goes.
DK: I do no knock-offings of any sort, grammatically correct or not.
DK: I have no complaints regarding the "dandy" descriptor, however.
DK: At least, not by itself. Why must the capitalisation be this way? Why "dandyKnockoffing"? That is simply not how it works.
DK: But, ah, I suppose I am rambling now.
DK: Please excuse me, an imp is trying to run off with my Luger.
DK: I mean, er, my father's Luger.
DK: I have no business carrying German handguns with me, or knowing anything about them.
DK: ...
DK: I, er, presume it is German. "Luger" sounds German, yes?
DK: Yes, it does.
Name: Naem
Preferred pronoun: I am a she. ouo
Preferred means of contact: AIM is fine (I'm gracefulgraveler) though I might need some prodding to come online; sending me a private message or a Plurk (
Any other characters currently in-game? Obviously not. :B
CHARACTER INFO
Name: Shelly de Killer
Gender: Male
Source: Ace Attorney (AU; much younger than in canon)
Canon point: Not long after his very first independent murder (that is, without his mentor breathing down his neck). A coming-of-age, you could say!
Age: 17
Colour: #EF7BA5
Chumhandle: dandyKnockoffing
History: Let's have a look at de Killer's canon history!... Wow, there isn't much there, is it? In fact, only one sentence points to his background: "He is the third heir to a line of assassins known as "de Killer" that first became known in the early 20th century." So... we'll have to make do with a whole lot of headcanon here!
Shelly de Killer certainly isn't his birth name, nor is it John Doe; his real name doesn't matter much nowadays, anyhow. There were always many things that didn't matter to Shelly, even as a young kid, perhaps because he didn't seem to matter much to anybody else as well. It only got worse when both of his parents died and, left guardianless, he was put to the care of an English orphanage.
Until the then-current de Killer took him in and, little by little, Shelly's perception of good and evil was set with a clarity unusual for a young boy. Law wasn't always right, criminals weren't always scum. There was black and white, but there was also a sea of grey in the middle. Even in his old age, Shelly would go on to think his mentor was still one of the best men he had ever met, despite having been a murderer and a liar-by-necessity.
The young Shelly didn't hesitate for long after learning the true identity of his adoptive father - he accepted the offer of training, a name, and a legacy. The early years involved mostly theory and observation; only as he aged would his mentor let him take a more hands-on approach. And of course, as he aged, his understanding grew as well: he was aware of how morally iffy it was for an older man to take a young, impressionable child under his wing and teach him about cold-blooded murder. It just didn't particularly matter for him. Of course, it's debatable if that mightn't be a logical effect of the older de Killer's "brainwashing". Either way, Shelly will vehemently deny any criticism you pose about this, and even come to think of those years of training as the best in his life.
Shelly's already killed a handful of people under his mentor's supervision and one on his own - though even during the latter, he had the oddest feeling that he wasn't alone. As it stands, he is well on his way to becoming the next de Killer: he has even settled on Shelly as a name and is currently working on his very own symbol - a stylised seashell, yes, he was always very fond of collecting those when he went to the beach all by himself, in the far, far past. What kind, though?
He probably won't have the time to come to a conclusion, what with Sburb getting in the way and all.
Personality: The things that do matter to Shelly... well, they matter a hell of a lot: purpose, duty, loyalty, trust, not making an enormous bloody mess when you stab someone. He was always level-headed, even as a kid, but his upbringing as a de Killer shaped his personality further. When there is a task to be carried out, Shelly takes it to the end; when there is a word to be upheld, then by God, he will uphold it. It may have been Shelly's diligence that motivated his mentor into raising him and honing that same trait - after all, the de Killers have a reputation to keep.
It also helps that Shelly is very, very neat. He'll avoid making a mess in the first place, sure, but if there's absolutely no way around it, he will clean up after himself. It might take him a while (at least, while he is inexperienced), but not a single trace of incriminating evidence will be found wherever he has been.
Yeah, he's a bit of a perfectionist. And he holds other people to high standards, too, so he can quickly become condescending if he has a reason to...
As long as you haven't wormed your way into his heart, that is.
You see, Shelly, too, is a human being. Yes, he is a teenager, with feelings and weak spots and even a few hormones running rampant. However, he believes that, as an assassin, he has no business with all that nonsense, so he goes out of his way to distance himself from people. He is polite, yes; the smile he often presents appears warm, yes; but he does not want to truly connect with someone.
Unless you're an animal. He is absolutely fine with animals. Like cats, for instance - adorable little rascals and fearsome predators at the same time.
Don't expect his cold wall to always succeed, though. Pick away at it, and Shelly will quickly become flustered and completely unaware of how normal people have normal social interactions that are not related to murder-for-hire in any way. It would be cute if it weren't a bit sad, and also if he were not capable of strangling you without remorse provided he was paid for it by a trustworthy third party.
Additionally, he is a terrible liar who actually believes "John Doe" is a believable pseudonym.
Abilities & physical limitations: Shelly's abilities are firmly grounded in reality. At least by Hollywood standards. Sure, he doesn't have superpowers of any kind, but his training under de Killer Sr. has endowed him with dexterity, accuracy, stealth skills, knowledge of firearms and blades, and close combat abilities. Though he isn't the brawniest guy around, Shelly could, with careful strategy, take out opponents larger than him. Of course, he's still young, meaning his skills can still use a lot of honing, but he is well above your average well-dressed teenager.
Appearance: On the left, obviously. I... am not sure if this picture is better without context or not.
Notable AU differences from canon, if applicable: His age, pretty much. Canon!Shelly's age is never given, but he's pretty clearly an old man; this Shelly is supposed to be the same, only younger and lacking decades of experience.
Strife Specibus: Knifekind
Prototyping: Anatomically accurate full body mannequin (like this, except... full body).
Title: Usher of Graves
In-game abilities: These are subject to change, of course, but they should revolve around one's path to death and communication with the dead. I'm iffy on letting him literally see how someone is going to die, since that could easily get gamebreaking; perhaps, even with his abilities at their highest point, he won't be able to see anything specific - at the most, he could know how one certain course of action could eventually lead to someone's death, and then proceed to nudge them towards/away from that path? Either way, it won't be anything like that at first. In fact, his powers should be pretty much useless at lower levels, since any decent player can lead imps to their deaths. Perhaps if the game ever comes to have anything to do with dream bubbles, he could guide the players through those? I-I dunno.
Planet: The Land of Blood and Shells is a vast beach with white sand, rock formations that look much like (and may actually be) giant seashells of all sorts, and a red sea as far as the eye can see. Its consorts, small and timid catfish are now struggling to survive ever since the planet's denizen, Erlik, killed all the inhabitants of the sea in
RP Sample:
DK: Are you all absolutely sure there is no way to disable abbreviations in this program?
DK: I have to admit that every time I see my abbreviated "chumhandle" prefacing each of my instant messages, I cringe a little.
DK: Even if I did not choose the handle myself.
DK: That much should be obvious, since it has nothing to do with the kind of person that I am.
DK: That is, as far as the (forgive the butchered English, but I must quote it as-is) "Knockoffing" goes.
DK: I do no knock-offings of any sort, grammatically correct or not.
DK: I have no complaints regarding the "dandy" descriptor, however.
DK: At least, not by itself. Why must the capitalisation be this way? Why "dandyKnockoffing"? That is simply not how it works.
DK: But, ah, I suppose I am rambling now.
DK: Please excuse me, an imp is trying to run off with my Luger.
DK: I mean, er, my father's Luger.
DK: I have no business carrying German handguns with me, or knowing anything about them.
DK: ...
DK: I, er, presume it is German. "Luger" sounds German, yes?
DK: Yes, it does.