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    1. Azakma 9 yrs ago

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Clementine - The Yellow Flag

Clem took the offer. Despite the wave of startled looks as the customers noticed her, the atmosphere mostly didn't feel too dangerous. There were some stools at the counter, and she pulled one of them closer to the woman, draped her jacket over the seat, and sat on it. "Thanks" she said, both to Juri and the barkeep as a glass bottle of coke was handed to her. It reminded her of home, and of her parents. She was only allowed to drink Coke on special occasions. She hadn't seen many bottles since the outbreak, either.

She looked at the woman and thought about what she'd like to ask. How did she get here, and where 'here' was. She'd never heard of Roanapur. She wondered if maybe Christa had made it here too. Most of what the scarred woman had said made no sense to Clem, but she thought she'd heard enough. It's not safe. Survive for a month. She thought about what she wanted to ask, and then she thought about how long it had been since any adult had had any worth-while answers. No one she'd been with since Lee had died seemed to know what to do unless they were taking advantage of people, like Carver.

"I'm Clementine" was all she said, after a few seconds silence. She took a sip of her Coke. She reached into her pocket, took out her granola bar, took a single bite of it and put it back. She thought about the woman's hair and her loose looking pants, and how dangerous both of those things were, and she waited for the woman to say something.

@GameGuruGG
@Grey StarMostly because of the darker nature of TWD I think Clementine is better off in Roanapur than Mahora, at least to start with. Going from zombie apocalypse to talking vehicles and animals is more sudden of a change than I even want to try to RP.
@Invisible ManWith my post, I'm operating on the basic assumption that Clementine is pretty much beneath Overlord's notice. If you'd prefer that to go otherwise, let me know and I can rework it some.
Clementine - Roanapur?

Being well rested can save your life. Sleeping deeply can mean your death. When Clementine woke, she felt as though she'd been dreaming, and dreaming of falling. She remembered going to sleep in a car she had found, both for shelter from the walkers and from the weather. In the split second before she opened her eyes, she felt hot. She'd been going north for weeks. Kenny's plan wasn't bad, even if he was gone now. She opened her eyes and felt fear. She wasn't in the car, she was under the open sky, and in the middle of a city. Part of that fear faded as she stood up and drew her gun. The air smelled awful, but it smelled of sea breeze and garbage, not the smell of rotting flesh she was so familiar with.

Part of her fear was replaced with new fear. She had no idea where she was or how she'd gotten there. In the distance she could hear gunfire and at least one scream. No one seemed to be around, living or dead, but the place certainly didn't seem safe. Something else felt wrong, too. She was now standing in a small crater, and there were several others nearby, empty. The greatest sources of light came from a nearby building. A bright yellow neon sign read "YELLOWFLAG" and in front of the building was a gaudy statue of some sort of knight that seemed to have some sort of gas lamp built into its outstretched hand. Before she had the chance to judge whoever made the decision to put a statue there, in front of the door and facing down the street, it finally hit her what felt off about this city.

Electricity? and now that she listened, voices were coming from YELLOWFLAG? However concerned she was about how she got here, wherever here was, it all faded away. People were living here, there was power, no one was hiding. She couldn't hear any generators. Had this place recovered? Had it never been touched in the first place? Because she seemed alone, Clem tucked the gun back into her waistband, clicking the safety back on as she did. Because the air was so hot, she took off her jacket. It was stained with blood. All of her clothes were, and almost none of it was hers.

Walking slowly and as quietly as she could towards YELLOWFLAG, Clementine kept her free hand close to her hip. If the people inside the building were dangerous, her single gun wasn't likely to save her, but something told her it was better to go inside than stay in the street. She felt uneasy as she passed the statue. It seemed out of place, and the closer she got the less sure she was that it really was a statue. It was facing away from her up the street, but she couldn't see anything to actually cause that fire. Maybe she was still dreaming, but thinking about it didn't wake her up, and it didn't feel like she was asleep. She opened the door, just wide enough to fit through, and sidled inside. YELLOWFLAG was apparently a bar. She'd been in more than a few, scavenging for anything that might be useful, but she'd never been in one this full. The people inside looked nervous but normal. Most of the patrons were paying very close attention to some people further inside. Clementine could see a few flashes of brighter colors, some red, some purple, some green, some blue, but she couldn't clearly see any of the people wearing them.

Few of the people in the bar seemed to notice her. The patrons that did looked immediately more nervous. Clem didn't understand that. An older, scarred woman seemed to see her immediately, even as small as she was and as quietly as she'd tried to be. Living people or not, this place really didn't seem safe. Too late to turn back now.
Name: Clementine

Universe: The Walking Dead

Appearance:


Personality: Clementine is mature, polite and kind most of the time. While she is young, she is clever and resourceful, and has been hardened by her experiences. In the face of an increasingly bleak life, Clem struggles to keep a positive view of humanity and a strong sense of right. She tries her best to be reliable, and is very protective of her chosen companions. She's also very protective of her hat. While she prefers to try to be humane in any given situation, survival comes first.

Brief Bio: Clementine's troubles started when she was eight years old. While her parents were away, an unforeseen outbreak caused the death and revival of her babysitter as some sort of walking dead. After hiding in her tree house for a couple days she was rescued by Lee, who took care of her from then onward. While there were still problems, she had a certain kind of happiness with Lee and the other survivors, who cared for her and taught her how to look out for herself. When they ran out of food, Clem and the survivors went to the city both to try to find more, and to search for Clem's parents, but she was kidnapped, and amid the chaos that followed Lee was bitten by a Walker, she discovered her parents were already dead, and she shot Lee herself to keep him from coming back.

Clementine was able to meet up with other survivors on more than one occasion, but time and again the people she met would either prove themselves untrustworthy, become separated, be killed, or any combination of the three. Clementine is eleven now, and it seems like her troubles are far from over.

Powers/Skills: Clementine is resourceful, clever, and has a strong will to survive. She knows how to fire a gun, but would have trouble with anything bigger than a handgun. She knows how to make a human body dead. She also can handle some machinery and first aid, and she is a quick learner.

Equipment: One handgun, the clothes on her back, half a granola bar and her hat.
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