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Worlds of Disney


Overview: A strange force has brought numerous kingdoms together. Twisted, shadow-like creatures began to appear, their purpose unknown. People have disappeared without a trace. There is one thing all parties have in common: they have faced strange, wondrous, terrifying, and even magical things before...and they have a way of cycling back.
Hidden 5 yrs ago 5 yrs ago Post by LePouvantail
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Character Rules:


-Disney movies are by their nature limited. Pulling from supplementary materials (sequels, TV shows, comics, books, musicals, etc.) is not only acceptable, but encouraged to make more rounded characters. Feel free to mix and match, and if you do, just notate what you’re using.
-Headcanon is also encouraged and accepted - within reason. I’m pretty lenient about things like back story, playing with sexuality, hobbies/interests, relationships they may have with other characters, all kinds of fun stuff. All I ask is it doesn't change the character drastically from their source(s) and actually fits what we see onscreen/can infer from what’s shown.
  • Example: Captain Phoebus is a trained knight who has been at war for years. The movie shows he has a prowess and preference for swords, but can improvise other weapons. Being a knight, it wouldn’t be far-fetched that he has some archery training. However, he will NOT be a master with a bow, nor will he always get perfect shots. Save those for Merida, who consistently works with a bow and arrow (but should still, on occasion, miss a shot, because no one's perfect).


-In the vein of headcanon and acceptable limitations, a character’s skills cannot be used to godmod.
  • Example: Cassim is well-traveled. It’s likely he has been to places other characters have not, or at least heard of things and places other characters would have no knowledge of. Mentioning that he’s heard of an artifact that comes up in-game is fine. Having said artifact on his person and using it without GM approval, or going into a long history about it without discussing it with the GM is not.


-I am all for darkening characters and story compared to the main canon, as again, Disney movies are limited, and cannot always explore certain character depths and back story. This is NOT an excuse to throw in R-rated or “shock value" content solely to just throw it in.
  • Example (and minor trigger warning for mention of sexual assault): What we know of Megara’s back story is that she sold her soul to Hades to save an ungrateful boyfriend who dumped her for someone hotter. Logical conclusions can be made that Meg’s relationship with her ex-boyfriend might have been even subtly abusive, or had other issues that didn’t make it to the final cut of the movie (maybe she felt unworthy of him, and that her effort to save his life was her way of proving her worth). Going into depth in this vein is fine. What is NOT fine, is basically saying, “he raped her, and now she hates men,” and calling it good. One, that contradicts canon, and two, it cheapens the effects of that kind of trauma just to be “edgy” and “dark.” Darkness in and of itself is not a bad thing. Being dark for cheap thrills is. Don’t do it.


-If a character has a pet and/or a sidekick (Rapunzel and Pascel, Esmeralda and Djahli, Pocahontas and Flit/Meeko, etc.), whoever has the main character controls their companion.

-While sequels/series count as supplementary materials, there are special rules regarding them. A player might want to be a character from the sequel/series (just because the sequel sucks doesn't mean the character does). However, if a different player has a character from the main film, they may not want to (with good reason) acknowledge the sequel’s/series’ existence. How this will be handled:
  • First come, first serve. Note that this particular rule ONLY applies to characters who are family, be it blood or adoption. If a sequel character is taken first, the sequel counts (to the extent the sequel character’s player wants it to) as canon. As an example, Cassim is taken. If we get an Aladdin player, Aladdin WILL acknowledge that he has a father, because Cassim was here first. Alternatively, if we got an Ariel player, and she was here first, Ariel’s player gets to decide if the sequels count. If Ariel’s player decides she doesn’t want to be a mom, Melody will NOT be accepted as a playable character, because it affects Ariel’s playability and forces her player to deal with something she didn’t want to begin with.
  • When it comes to non-related sequel characters (friends, love interests, sidekicks, etc.), the above rule does NOT apply. However, the players on both sides (sequel and original) DO get to decide what relationship their characters have, if any. As an example, I have Quasimodo. Madelline is an available character, since they are not family (she being a love interest, and therefore immune to the above rule). However, a Madelline player would need to discuss with me, the other player, beforehand whether or not Madelline and Quasimodo are lovers, and not just assume that they will be in-game JUST because they were in the sequel. Maybe I want to keep him single, but they can still be friends. Maybe we as players mutually decide to disregard the sequel entirely, but still let them meet and fall in love in different circumstances. Maybe we (grudgingly on my part) accept the sequel and have them start off in a relationship in-game. Maybe they have no relationship whatsoever outside of whatever team effort is needed at the moment. Anyway you look at it, neither player can force the other into doing something the other doesn’t want, but Madelline’s availability as a playable character is not affected by any of them. Whether Quasimodo has a relationship with her or not, her existence does not depend on him like Melody’s does with Ariel.
  • A lot of the RP is very soon after the happily ever after. There is time for the character to adjust to their life, and that may be different for different characters (days, weeks, months, etc.). Sequels can sometimes throw wrenches in timelines, so expect some fudging, especially if the sequel is in the distant future from the main canon. Using Madelline again, the circus she travels with - instead of coming to Paris like seven years after the original film - could come to town more immediately to make her available. Characters like Cassim are easier, because he leaves right after Aladdin and Jasmine’s wedding, and therefore, it’s more easily assumed he’s gotten into some adventures a few months after.


-Some characters come in "sets." After initially writing separate profiles for Lock, Shock, and Barrel, and finding that about 80% of them were just copypasta with changed names and pronouns as needed, I decided that character “sets” can just be put under one profile for convenience’s sake, should anyone else end up taking characters that would fit one.

A “set” is defined as two or more minor characters who:
  • Have a background that is basically interchangeable with the other characters in the set
  • Can have their entire personality summed up in a short paragraph
  • May be distinct characters, but still share a lot of similar attributes with other players in the set
  • Would otherwise be workable NPCs


Lock, Shock, and Barrel are the prime example, and most “sets” will probably be antagonists of sorts, since that’s usually where these types of characters crop up. Other examples are the Stabbington brothers, Flotsam and Jetsam, and the Beast’s servants (primarily Lumiere and Cogsworth, and Mrs. Potts and Chip. While they could be played separately, as they have distinct personalities, they're also all servants who became enchanted objects, they all have similar limitations, and they don't have as much depth as Belle or Beast to work with).
Hidden 5 yrs ago 5 yrs ago Post by LePouvantail
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Profile Skeleton


[b]Character Name:[/b]
[b]Player:[/b]
[b]Movie of Origin:[/b]
[b]Additional Sources:[/b]
[b]Age:[/b]
[b]Reference:[/b]
[b]Personality:[/b]
[b]Abilities:[/b]
[b]Flaws:[/b]
[b]Companion(s):[/b]
[b]Brief History:[/b]


Character Name: And applicable nicknames.
Player: Who are you people?
Movie of Origin: Obvious.
Additional Sources: Optional. If you are adding a TV show, musical, comic, etc., list it here.
Age: If ungiven in canon, give your best guess. Note the character might be a little older than initially stated if a year or two passed.
Reference: Provide a picture.
Personality: Very important, especially if multiple sources are in play. Give a good idea of the character, and be sure to include goals, interests, hobbies, and what’s important to them. Any notable headcanon can also go here. Anything goes provided it makes sense for the character.
Abilities: What are cool things your character can do?
Flaws: This includes physical, mental, and emotional drawbacks. Some of them might even be “good/admirable,” but still a detractor (for example, Esmeralda’s love of justice and doing the right thing is what got her in hot water to begin with, and Jack’s curiosity became an obsession that nearly ruined Christmas).
Companion(s): Also optional. These are characters, usually animals (but not always; the Magic Carpet, for example, would fit here), who have just enough differentiating characteristics to be distinct, but not enough to warrant their own profile. Give a brief description of the companion’s personality, relationship to their owner, and, if applicable, quick history. Examples of companions include Djahli, Zero, Carpet, Pascal, Pegasus (hell, any horse/like creature that isn't Maximus probably goes here), Mushu, and Iago.
Brief History: No need to sum up the whole movie. Just give a quick TL;DR of their past leading up to this point, core relationships, and an idea of what their lives are like immediately after the film/series ends (up to two years to give time to settle into their newfound happily ever after). This is also a good place to let any other notable headcanon shine.
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Taken Characters:


Villains are not playable. I have commandeered them for plot purposes. Pretty much anyone else is available unless otherwise stated.

I only accept films with a certain tech limit (slashfilm.com/disney-animated-movie-t… up to The Little Mermaid), and with mostly-human/oid casts. Exceptions (like The Nightmare Before Christmas) are made via GM discretion (NMBC has tech beyond most of these films, but most of Halloween Town is old-fashioned enough to let it slide). Sorry, folks. No Lion King or Atlantis here.

Animal/nonhuman exceptions may be made based on GM discretion (read: more than likely, it's hilarious enough), but still with a mostly-human cast (like Maximus from Tangled). I will also accept characters from the original source of a Disney film (original book, original fairy tale, etc.) if they're entertaining enough (hence Pierre Gringroire's inclusion). You will just have to tailor them to fit the Disney Animated Canon.

  • If a name is italicized, it means the character has been commandeered by the GM for plot purposes.
    • An asterisk (*) beside an italicized character means you may ask to play that character, with the understanding that you will have to work with me on plot-related things. No asterisk = not available, period.
  • Bold indicates the character is taken. A character under a taken character is their companion, and played by the main character’s player.
  • Normal text shows the character is still available.
    • Normal text with an asterisk (*) means that the GM has commandeered them for the moment, but they are not as plot-heavy, and can be taken upon request.
  • Characters listed together are a required set. This is for everyone's convenience, particularly in the event of IRL things coming up and if one part of the set is unable to post, the other half/third/whatever of the set aren't held up by the missing piece.
  • If a character is not listed, ask. Chances are, I got lazy and didn’t feel like listing a bunch of minor characters (like all of Halloween Town's citizens. XP). If a work has multiple sources (musicals, books, comics, TV shows, etc.), I am not going to list characters from them unless specifically requested because there are so many, so ask, and you will (very likely) receive.
  • If a movie is not listed, it just means no one's taken a character from it yet, so feel free to request. :)


In the planning stages, I originally had a Google Doc for profiles. I have copied and pasted those profiles here to link. Going forward, character profiles will be posted in this thread and linked accordingly. Anyone who had a profile in the original doc, and would like to make a post here to edit/change, feel free to do so, and I will update the links with your post.

If a profile is incomplete, but linked here, understand that I am working with the player based on schedule limits IRL, and/or trust their RP abilities while the rest gets filled out.

Aladdin Series
  • Cassim
    • Iago
  • Aladdin*
  • Jasmine*
  • Genie
  • Jafar


The Emperor's New Groove Series
  • Kuzco
  • Kronk
  • Malina*
  • Yzma
  • Pacha
  • Chicha
  • Chaca and Tipo


The Hunchback of Notre Dame


The Nightmare Before Christmas


Mulan
  • Mulan*
    • Kri-Kee
    • Mushu
    • Khan
  • Shang
  • Shan Yu
  • Yao
  • Ling
  • Chin-Po


Brave
  • Merida
    • Angus
  • Queen Elinor
  • King Fergus
  • Harris, Hubert, and Hamish


Beauty and the Beast
  • The Beast/Prince Adam
  • Belle*
  • Gaston
  • LeFou
  • Lumiere
  • Cogsworth
  • Mrs. Potts and Chip


Sleeping Beauty
  • Prince Philip
    • Samson
  • Princess Aurora
  • Maleficent
  • Flora, Fauna, and Merriweather


Tangled
Hidden 5 yrs ago 5 yrs ago Post by LePouvantail
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Character Name: Quasimodo; Quasi to his friends.
Player: N/LePouvantail
Movie of Origin: The Hunchback of Notre Dame
Additional Sources: The musical of the same name, and smidges of the original novel.
Age: 21
Reference: images6.fanpop.com/image/photos/41500…
Personality: Very quiet and shy. If he’s comfortable with someone, he will open up to them. Quasimodo is artistic and appears simple, but is more intelligent than he lets on, being able to create an accurate scale model of Paris, improvise a plan on short notice, and is even subtly sarcastic (“‘Ugliest face in all Paris’, remember? I don't think I’m her type.”). He is very compassionate and humble, in part due to low self-esteem about his appearance and a lifetime of being taught he was a monster.

Due to his forced isolation, Quasimodo considers most things in his tower to be alive, be it the bells, gargoyles, or statues, and will treat them all with the same care and respect as a living, breathing creature. He values his human friends above all else, where he will risk his own well-being for them.

Abilities: Years of ringing the bells gave Quasimodo immense strength, where he can lift a grown man in plate armor without a second thought, and break through stone and chains if he really puts his mind to it. He is an excellent parkour artist, and despite his deformities, is very fast and agile. He is also gentle enough that he can get close to and hold a baby bird without frightening them.

Due to being a bit hard of hearing from the bells, Quasimodo can read lips and uses a form of sign language. He is also really good at woodwork, and turning things he finds around his tower into art.

Despite his isolation, Quasimodo has a deep empathy for others, and is able to “tune in” to their emotional state. He knows very well what it’s like to be hurt and shunned. Despite his appearance, he is actually very personable, and has a knack for setting someone at ease, provided he can get them to look beyond his appearance for a moment.

Flaws: As mentioned before, his self esteem. While some of his confidence has been built up thanks to his new friends, this is still a problem he has, particularly around new people. Quasimodo doesn’t like trouble, and will most likely let insults/harm to his person go...but damn if you do it to anyone else. He is fiercely protective of those he cares about, to the point of violent anger if they’re threatened, and sometimes won’t even notice his own strength. It is unwise to drive him to this point, because he’ll act on impulse (and generally, the only thing that’ll save your skin is he isn’t a killer at heart).

Years of isolation have also brought about a coping mechanism where he will treat gargoyles and stone statues as if they were alive, and will sometimes seek the “saints” for help. If he’s away from Notre Dame, and especially without a human friend to counter it, this will cause him some discomfort, as his “friends" can’t be with him “out there" to guide him. If there is a statue nearby that has passable resemblance to one of his “friends,” he may treat it as such for comfort.

While it’s a habit he’s trying to break, if one questions his stone friends, Quasimodo will smack his hand and berate himself. He's aware they're only stone and that only he can hear them, but having been the only positive influence in his life before Esmeralda, when they “speak,” he listens, because their advice is literally the only reason he functions as well as he does after twenty years of isolation. That, and it's polite to listen when one speaks.

Years of ringing the bells have severely impacted his hearing. Quasimodo can still hear somewhat, but has an easier time if directly facing the person he’s speaking with, as then he can read their lips and match it to what little of their voice he hears. This and his lack of confidence also means he often speaks with short, simple, stuttered sentences around someone until he gets more comfortable around them, which can leave an impression of someone less intelligent and articulate than he actually is.

With his physical deformities, Quasimodo has lower stamina than a normal man his age, and while he can power through a lot in a short amount of time, if he doesn’t have time to rest, he will hit his limit faster than a normal man of similar composition (as seen in his final fight with Frollo).

Companion(s): N/A

Brief History: After Frollo murdered his mother on Notre Dame’s steps, he raised Quasimodo as his ward as penance. For twenty years, Quasimodo lived up in the bell tower and became Notre Dame’s bell ringer, with Frollo as his only teacher and companion aside from the ones he created from the stone figures around his tower. Longing for just one day of freedom, Quasimodo left the bell tower to attend the Feast of Fools. Through this, he met Esmeralda, his first true friend, and Phoebus, as well as learned of Frollo’s true nature. With his friends’ help, Quasimodo broke free of Frollo’s conditioning, leading him to a final fight with his master, and ending in the latter’s untimely demise.

Now free of Frollo, Quasimodo is adjusting to life “out there.” He still lives in the bell tower, but is free to explore the city and learn of a world he before was only able to watch. With Frollo gone and unable to provide, he now has a small salary from his job as the cathedral’s bell ringer to get what he needs, and further supplements it with his wooden carvings.

Despite gaining his freedom and new friends, and knowing that the actual monster was his guardian, Frollo was still the closest thing he had to a parent, and his death - and more than that, learning the truth of his past and infancy - does affect Quasimodo. He still has a scar on his left arm from Frollo's sword. He tries to keep it back and just enjoy his new life, but those shadows are always there. He is slowly, but surely trying to live a normal life, and for the most part is doing just that, now that he has the respect of Paris, and Esmeralda and Phoebus to help guide him.

Quasimodo is in a unique position where he is not only respected by regular citizens, but is also considered a friend of the Roma. While he has limited influence either way, he utilizes his friendships with Esmeralda and Phoebus to help maintain peace between the two while Phoebus cleans up the guard force and Esmeralda works to better her people's existence in Paris.

Esmeralda was both his first love and his first true friend. Quasimodo has since let go of the former, happy enough to have her friendship. He is completely devoted to her and her happiness, and will (and has) risk his life for her. She is the most trustworthy person he has in his life, and nothing will anger him quicker than endangering her. He is also one of the few people Djahli will allow to approach Esmeralda without hesitation. Quasimodo is friends with her fiance, Phoebus. Once romantic rivals, they are now brothers, simultaneously supporting each other and snarking at each other as brothers do. If it comes down to it, though, they will drop the snark in favor of working together.

He is friendly with Pierre, and will often keep up a polite front in his presence, but Quasimodo gets annoyed with him quickly, as he is hard of hearing, and Pierre tends to ramble and speak fast, making understanding him difficult. In contrast, Esmeralda and Phoebus both speak to him normally, enunciate certain words, and know some of the more regular signs he uses. He has no qualms about dropping that politeness in a dire situation, whether he ignores Pierre entirely and just does what needs to be done, or directly tells him to get on with it.
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Character Name: Lock, Shock, and Barrel; collectively known as Boogie’s Boys, Boogie’s Brats, simply, “you brats!”, the Terrible Threesome, the Trickster Trio, the Brat Pack, the Terror Triplets, the Sinister Siblings, etc. Credit to Gardevoiran for everything after "Brat Pack."
Player: N/LePouvantail
Movie of Origin: The Nightmare Before Christmas
Additional Sources: The Oogie’s Revenge video game, their deleted scene, and the original script.
Age: Eternally, Lock is 6, Shock is 7, and Barrel is 5, though they all show maturity a little beyond that.
Reference: vignette.wikia.nocookie.net/disney/im…
Personality: Lock (the devil) is the most vocal, demanding, and impulsive of the three, often exerting dominance and speaking for the group as a whole when needed. He is also petty and stubborn when he doesn't get his way, and the most likely of the three to throw a fit. Lock especially enjoys the bigger weapons in their armory, like the catapult and the cannon, and the most violent methods for accomplishing a goal.

Shock (the witch) is the most devious and practical of the three, often the voice of reason, and the force keeping her brothers somewhat in line and on target with their goals. While Lock may be more outspoken, she is the de facto leader of the group, and normally the brains of the operation, with her methods often being more practical. Being both the biggest and the oldest, she looks out for her little brothers, sometimes going so far as to let them hide behind her when the three are threatened. Shock especially enjoys sharp objects and her pet scorpions.

Barrel (the skeleton) is the most easy-going of the three, and comes off as the “dumb" one. He often lets his siblings pick on him and toss him around, but he takes it in stride as their peculiar brand of fun, and even enjoys it (because more than likely, he'll get them back later). Despite this, he is far from harmless, and should not be underestimated. He may not show it as much, but he is every bit as clever and troublesome as his siblings. Barrel especially enjoys candy and pumpkins, and is often seen with a lollipop in one hand.

Lock, Shock, and Barrel generally work as a team, but have been known to cause solo trouble too. While they mainly play tricks for fun, they are cunning and devious. At the end of the day, though, they are still small children with the mindset of small children, and will side with whomever is the scariest and/or gives them the most potential to cause mayhem. They can also occasionally be swayed with reason and patience, though it never lasts for too long. Perhaps whatever keeps them forever young also put limits on their maturity.

Being a team, Lock, Shock, and Barrel will do whatever is best for the team's survival. They are not only siblings, but each other's truest friends. While their overall loyalties may shift, their loyalty to each other will not. They have the sort of relationship where one minute, they’re beating each other up, and the next, they’re happily plotting a trick together. If threatened beyond their means of handling a situation, their first instinct is to protect each other until the danger passes.

Abilities: All three of them are proficient with their slingshots, can use anything in their armory to its fullest potential, and can improvise and play off the others very well, to the point they complete each other's sentences, make similar gestures, and have silent agreements. Even for children, they are small, which allows them to get into many places they shouldn't be. Lock and Shock both have sharp teeth, though all three of them aren’t above biting if it means escape.

Lock favors an ordinary plunger, and can use it not only as a makeshift weapon, but enjoys slamming his enemies from above with it. Being an eternally small child, he has the speed and stamina that comes with youth.

Shock uses a broom as her main weapon and is adept with it. Being a witch, she can also use a little magic, but only in small bursts and with complete concentration, as she isn't trained in it like the other Halloween Town witches. Since that takes work, she prefers more hands-on means of trouble, and is very fast, a necessary skill when running from your angry victims.

Barrel is the most competent with his slingshot, able to fire it more rapidly than his siblings. Despite his more rotund figure, he is just as fast and agile as his siblings, though he's often the easiest to catch because of his shorter legs. Barrel comes off as the most innocent and naive, and will milk it for all it’s worth.

Flaws: Being small children has its obvious drawbacks if one actually manages to catch one of them. Their small size and weak strength makes it easy to overpower them and force them to temporarily behave. Due to their work with Oogie (and the few times they crossed the line with Jack), fear and intimidation works very effectively against them, to the point of instant submission if done correctly.

All three of them have violent tendencies and a love of trouble. While they usually know exactly what they're doing, there are times where they legitimately don't understand how bad their mayhem can get, as they just think it was a funny prank. They’re cowards, and will turn tail (sometimes literally in Lock’s case) when they sense they’ve gotten in over their heads with their troublemaking.

Lock, Shock, and Barrel can be reasoned with, but they have a tendency to double-cross, especially if breaking a promise yields more “fun” for them. In fact, unless you can see their hands (because they'll often cross their fingers behind their backs when making a promise), assume they're lying. Even then, proceed with caution, because a promise they're actually sincere about is only good until a better, more fun deal comes along (or if the new deal-maker is more terrifying). The three of them are wildcards, and will alter their goals for their own benefit.

As mentioned, Lock is the pettiest and most prone to throw a fit when he doesn't get his way. Where Lock is more likely to throw a fit, Shock is more likely to start a fight. Being the most practical, she is also the most manipulative, and will turn sugary sweet to get her way (not that it always works). Barrel is the easiest of the three to sway over, be it from his siblings or someone else. While all three of them are prone to it, Lock and Shock in particular fight the most, often for dominance in the group, while Barrel may or may not take advantage of it.

While they do occasionally cause solo trouble, Lock, Shock, and Barrel are a functional set that depends on completion. They are never separated from each other for very long, to the point where if you find one by themselves, the other two probably aren't too far behind. Taking one of the three away for too long will throw off their balance, and may even cripple them due to their dependency on each other.

...Not that the remaining two won't drop everything to hunt their sibling down and rain unholy vengeance on any unlucky idiot responsible for it, but it is a temporary reprieve from their mayhem if one finds it worth the risk.

Companion(s): Their walking claw-footed bathtub. It seems to know what the threesome wants, and will follow their direction and needs, be it a leisurely stroll into town, equipment transport, or a getaway vehicle. It acts like a well-trained horse.

Shock also has three pet scorpions that may or may not solely be used for mayhem.

Brief History: Lock, Shock, and Barrel worked for Oogie Boogie for as long as anyone can remember. They are known as “Halloween's finest trick-or-treaters,” and professional kidnappers. Their old lives - if they ever had them - have long since been forgotten, though it’s rumored they were naughty children who were “spirited away" by the boogieman and forced to work for him. While Oogie was their master, and they legitimately enjoyed some of their work under him (and the occasional reward of snake-and-spider stew), Lock, Shock, and Barrel’s loyalty to him was primarily out of fear. No matter how much “fun" they had under his wing, it was always accompanied by a threat of being eaten alive, and physical violence. The trio often gave him offerings between jobs to keep him appeased and to “stay on his good side.”

On occasion, they helped out Jack, such as with their mission to kidnap Sandy Claws (whom they brought to Oogie as an offering, despite their promise to Jack to leave him out of it). When Jack allegedly perished in the Christmas Eve disaster, he caught the trio down in the ravine under their tree house, watching Oogie torment Sally and Sandy Claws. After receiving a good scare from Jack, the trio abandoned their post and fled back into town. Despite their prior nastiness, Lock, Shock, and Barrel alerted the Mayor that Jack was still alive, even before they learned that he took down their master.

After Jack defeated Oogie, the trickster trio, freed from the boogieman’s influence, became less aggressive and more playful, but are still (rightfully) feared by certain members of the town, particularly the Mayor. While no one is completely immune to their pranks, the only citizen they more or less leave alone (beyond maybe disorganizing her spools of thread) is Sally, both for her patience and kindness with them, and due to Jack’s potential wrath if they take advantage of it.

With Jack and Sally’s guidance, Lock, Shock, and Barrel currently somewhat resemble decent Halloween Town citizens with an occasional prank thrown in just to shake things up. They even sometimes get along and play with the other Halloween Town children. While they'll never fully be rid of their devious, troublemaking ways, the threesome really are doing their best at the moment to contribute to Halloween.

...For now.
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Character Name: Kuzco. ‘Emperor Kuzco, of the Kingdom of the Sun, is what you meant. We’re actually Incas, apparently. Thank you.’
Player: BCLEGENDS/BCTheEntity
Movie of Origin: The Emperor’s New Groove. ‘Oh hey, I remember that one! I got turned into a llama for most of it. And it sucked. But you know, it also helped me, ahem, “find a new groove”, sooo...’
Additional Sources: -The Emperor’s New Groove 2: Kronk’s New Groove. ‘Yeah, I didn’t show up as much for this one, but Kronk got a wife and a house out of it. Me. I was the wife, a wife, very briefly, for one scene, and so were a whole bunch of other people there, it was a whole thing to impress Kronk’s dad, but the point is I helped the big guy out. I’m not a soulless monster, come on.’
-The Emperor’s New School. ‘Okay, here’s something you don’t hear about very often: an Emperor needing to graduate from school to be the Emperor. Well, it happened, and it, uh, wasn’t that bad, honestly. Helped me stick to that New Groove thing from before, DESPITE being turned into many, many animals, both other than and including llamas, and being subjected to various dumb shenanigans. Plus I realised that the best way to live isn’t to put yourself down, but to lift others up! Everybody who isn’t Yzma appreciated that last episode, and I now have a hottie-hot-hottie of a wife in Malina too.’
-The Emperor’s New Groove video game. ‘Aw, this one was great. Well, except for the jaguars... and the river... and, uh... you know what? Let’s just say, the events aren’t for realises, but it does inform you about things I can do. Hey, and that rhymed, nice.’
Age: 20. ‘Well, hold on, let’s see. I was eighteen for most of the first film, I- wow, I was a llama for my eighteenth birthday... huh. Well, that all happened, then the thing with Kronk a while later, then I had to spend a year in educatioooon... okay, let’s say it’s an even twenty years, and not get into all the extra days, how about that?’
Reference: vignette.wikia.nocookie.net/empeorsne…
‘Oh yeaaaah. I rock the royal smock and the peasant garb, baby. Doesn’t matter what I put on, I am gonna. Look. Gre-’
media.giphy.com/media/l35rWh9Fc7jPO/g…
‘-what the-! No, no, noooo, nonono. The llama in that one? That is not me. Okay, it WAS, but it’s not NOW, because I fixed that! New Groove, leave behind the old stuff from a less dignified time, including being turned into a llama again! I’m looking at you, whoever’s running this thing!’
Personality: Once upon a time, Kuzco was a total jerk, willing to amongst other things destroy a peasant village to build his dream Summer home, fire loyal employees for semi-petty reasons, and even abandon formerly-stalwart allies to certain death. Nowadays, he’s changed, becoming a much kinder and more open person - and after a full year of education, it’s more or less stuck. ‘I had a whole movie dedicated to me becoming a cooler guy. I’d hope it’s stuck!’
As of his graduation, Kuzco is generally at least cordial to most people, rising to friendly, quirky, and typically quite a joker when pressed into talking with them for a greater period of time, though he forms preconceptions about things fairly quickly. Of course, he also shows a tendency for emotions to come and go quickly, so upsetting him may result in swift punishment, but he’ll just as swiftly reward you for making it up to him. ‘Uh, no, I don’t do the punishment thing anymore. I’d get mad if I got wronged, sure, who wouldn’t, but it’s not the errrr... you know that guy I threw out a window? Had guards throw out a window, really, also more than one guy. But yeah, that’s not a thing I do anymore. Don’t say I do it, please. I will go for being a joker, though, I can definitely be funny when I want!’
Frankly speaking, Kuzco’s not done much in the way of developing his own interests and hobbies. A lot of his life has been based around himself, and what everyone else can do for him, and the past two years of his life have been a bit too action-packed for him to expand his interests to encompass more people than himself. However, he does try to be involved in what others have him do, and he has begun considering what he really wants - coming to the unexpectedly-deep conclusion of “to make a major impact on history, cementing his own legacy and that of the Kingdom of the Sun”. Also, properly mastering some form of martial arts for the sake of self defense, though starting that has yet to materialise. ‘Yeah, that “impact on history” one shocked me, but think about it: I already have all the cash I could ever spend, I can buy almost literally anything I desire, and I have friends and family now, so what more could I want? To make myself more famous, that’s what. And better at fighting people, since people like fighting me. Mostly really old women, and I mean “as old as dinosaurs” old. Oh hey, another benefit: I can fight dinosaurs! Yaaay, Kuzco.’
Abilities: For a skinny guy, Kuzco’s physical abilities are rather potent, comically so in fact. ‘Slender, thanks. Lean, in fact, because this is some tough muscle.’ He can offer both bursts of strength, to amongst other things boot open heavy doors or send people flying, as well as prolonged offerings of force to lift much larger loads than one might expect, as well as showing substantial speed and great blunt-force resistance. Combined with fairly minimal “karate skills” like rolling, kicking, and some sort of karate jump kick, he can be difficult to get a hold of. ‘I’ll have you know, my karate is legend. Not legendary, but, uh... well, it’s not that bad.’ The catch is, they are literally comical - that is, he is about as powerful as would be funny to match a situation, albeit within human limits, and even attacks that throw somebody across a room are extremely unlikely to actually injure them at all. ‘I- ...you know what, I got nothing. I have never thought about that too hard, and I don’t intend to start.’
Besides that, he might be ignorant and frequently come up with foolish ideas, but he’s certainly not an idiot. He’s occasionally able to craft devices of surprising complexity, albeit limited functionality; he is both quite good at disguising himself and avoiding notice when he wants to go unseen; and he is actually highly adept at diplomacy, showing a substantial ability to use his words to get his way, or at least come to a fair compromise - when he isn’t being self-centered and needlessly cruel. ‘Which I’m not going to do, because I have changed, how many times do I need to say that? I, uh, will take credit for building a rockbot one time, though. And like a rocket to the Sun, that was cool.’
Flaws: ‘Ahahah, flaws you ask? I mean, maybe in the past, I was kind of a major jerk, but I’ve changed! I think so, anyway, I, uh... I get it, moreso than I used to. I get how I’m not the center of the universe, I got me some humility, that whole... uh... alright, maaaybe I should leave this to the guy writing all this out.’
For starters, Kuzco is still quite full of himself. ‘Hey!’ He’s certainly acquired a great deal of humility from his time as a llama and a student both, but in the end, he is frequently rather rash when taking action, often not asking for other people’s opinions, and greatly enjoys being the center of attention, for good or ill. ‘I mean… uh, mostly good, at the moment? Thank you.’
Whilst those he truly bonds with are held tightly to his chest, forming those bonds to begin with is an arduous and easily undone process unless he almost instantly likes the person, a rarity in and of itself. Partially, he fears to actually form close relationships, out of the worry that he’ll be badly burned by them, but despite himself, he still manages to “remain above it all” at times, finding himself at odds with the notion of mingling with most people, especially those who are obviously different from himself. ‘To be fair, I understand the plight of the peasantry! More, than I once did. I send out gold packages to a lot of places in the kingdom, anyway, but, you know... I can’t exactly make friends with everyone, right? Aheh, that’s- it’s not, erm, possible, come on, be reasonable.’
Kuzco is also quite... sheltered. ‘Uninformed, I’d sa- I mean uh, no I’m not.’ Manifold adventures have helped him gain a greater understanding and acceptance of the world than he previously held, but he is an Emperor through and through - that is, he is most comfortable in political or relatively civil environments, and anything outside of that can lead to ignorant assumptions, with a lack of common sense that would be baffling to anyone who knows anything about them. ‘I just said I’m not! Why would you keep... you know, how about you try living in a golden head for eighteen years and learning stuff about places you don’t care about?’
Not to mention, whilst he’s not exactly cowardly, and when it’s unavoidable finds humour or even excitement in many dangerous situations, he’d rather not go out of his way to look for them. In some scenarios, he’s even prone to panicked freakouts that detriment the situation rather than helping them. ‘Excuse you, but have you ever lifted a really fat guy with just your neck over a huge drop into a river of hungry crocodiles? No? Well then shut up, you don’t get to say what I’d do or not do.’
Companion(s): N/A. ‘Yeaaaah, I don’t really have any animal companions... errr... I think if anything, I’d be the animal companion. But I’m not, anymore. That’s not a thing now. Really gotta emphasise how much I’m not a llam- oh wait, what about Bucky? Well, ehh... no, no, I hate that guy. And he’d be more of a Kronk companion, I guess.’
Brief History: The summaries of all three sources can be found below:
en.wikipedia.org/wiki/The_Emperor'…
en.wikipedia.org/wiki/Kronk's_New…
en.wikipedia.org/wiki/List_of_The_Emp…
Otherwise, I’ll leave the talking to Kuzco.
‘Thank you. I think it’s fair to say, I’m pretty sure I know what I’m talking about when it comes to, uh, my own history, ahaha, aha. Ahem.
‘Okay, so it all starts when I was just a little baby. I had everything I could ever want! Except my mom may or may not have died giving birth to me, and my dad may or may not have died out at sea when I was young, so, uh, I didn’t have them. But, I had everything else. Yzma even went so far as to practically raise me instead, and she doubled as my advisor for many many years! Which turned out well, I think. Maybe. No, yeah, it did.
‘So maybe you’d expect it, buuut my life was pretty peachy keen, up until the day before my eighteenth birthday. See, a lotta stuff happened that day - I did a little dance, threw a guy out of a window, rejected some brides, fired my advisor for rampant insubordination and just being plain old, aaaand I showed off my plans for Kuzcotopia to a peasant village leader. He, uh, didn’t take them well, so you can imagine why I thought what happened next was his fault.
‘My memory of the rest of that night is still, uh, pretty sketchy. I got some memories back, like how Yzma and Kronk invited me to dinner, but nothing about the dinner itself. Apparently, Kronk hit me over the head, so that’s where that came from. Point is, the next thing I knew, I woke up in some sack in the peasant village, with the same whiny peasant in front of me! I mean, I know Pacha’s nice now, but at the time...
‘Oh, most important part, nearly forgot: I WAS A LLAMA. You know, in case you forgot.
‘Speaking of, I didn’t forget about Yzma’s... ugh, “secret lab”. I figured I’d just snap my fingers and order her to change me back! The peasant leader wouldn’t help me, so I went into the jungle, the intrepid explorer, MASTER of survival! And got chased by a pack of jaguars tied to a loganddroppedoffofahugewaterfall BUT none of that is important let’s move on!
‘I guess Pacha had a change of heart, so he was a pretty steadfast ally from then on, helped me find Yzma before I realised she wanted me dead, I may have done some pretty mean things to him... uh, I tried some grass. That was gross.
‘Long story short, we made it back to my palace, into Yzma’s secret lab, turned her into a kitten and beat the snot out of her after a bunch of shenanigans, aaaaand we got the vial we needed! Apparently, friendship is a pretty strong, uh, force. Or something. I figured I’d move my new Summer palace to, ah, another, unoccupied hill. You know, no singing, anywhere, on the hills I was wandering around on. Maybe make it a bit smaller, too.
‘For a while after that, all was well. I was back where I belonged, I was doing, you know, more good, mostly, I think... Pacha asked me to help Kronk out with his dad, so I helped Kronk pretend he had, I dunno, fifteen wives. Apparently he wanted to be a ladies’ man! Who am I to deny the guy some help? And I do look good in a dress.
‘Uuuunfortunately, it turned out a little time after I turned nineteen that I needed to graduate from school, pretty sure it was college or something, and that if I didn’t, my ex-advisor got the throne by default as the one with the most experience. Yeah, Yzma came back from being a kitten. Seems like she built a brand new secret lab, complete with access to school funding. So, that was a fun year. It gave me some insight, though, and I managed to fall in love in the process, with a girl who I maintain is a hottie-hot-hottie.
‘And at the end of it all, I graduated. I finally really earned my place on the throne. I really did. I got married, hired Kronk as my advisor- partially to prevent Yzma from hijacking the job all over again, partially because, the big lug’s a nice guy! Just misguided, and dumb. A little dumb, smarter than he looks. Smart in non-smart ways, I dunno. I moved Pacha’s family in with me, too, we’d been friends for so long, I figured... and, you know, peasant leader, it’s not like he’s neglecting his village or family at all either.
‘Sooo... that was a heck of a ride. And the ride’s not even over yet. Turns out there are a ton of other kingdoms around, and half of them could probably conquer mine without really trying... which is a liiittle embarrassing to find out. So, as the Emperor, I took it upon myself to be the ambassador I know I am deep down! I’ve got my entourage, I’ve got Malina running the Kingdom of the Sun as Empress Regent in my stead, and overall, I’m pretty sure there’s nothing that can go wrong here. Seriously, what’s the worst that can happen?’
Hidden 5 yrs ago 5 yrs ago Post by LePouvantail
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Character Name: Captain Phoebus deMartan, aka Sun God (as known by a few men and women who are easily impressed by such things) and Captain Hardass (as known by the guards under his command, who will regret it later)

Player: Obi (System/Frenezajxo)

Movie of Origin: Hunchback of Notre Dame

Additional Sources: Hunchback of Notre Dame stage musical

Age: 32

Reference:
Soldier!Phoebus
Flirty!Phoebus

Quotes:
“A good soldier follows orders, without question. A better soldier knows when to ask questions about their orders. The best know when and how to defy orders, such that their commanding officer looks good in the process.”

“I like beauty, and men can be just as pretty as the women, when they want to. Or are paid to.”

Personality: Lawful Good, Phoebus cares about justice and believes that the law and those who enforce it are both the most capable of and most responsible for ensuring that justice is carried out. While he believes that the law should ideally maintain order for the good of the people, he recognizes that it does sometimes fail to do so. He tries to choose his battles carefully, not openly calling out his superior officers in minor breaches of justice and only breaking the rules when he's sure he can get away with it, because he knows he can do more good in his current position of authority than he would be able to do if he were dismissed or executed for insubordination. He does have his limits, though, and will defy any orders and break any laws he considers necessary to prevent severe destruction of justice.

As a commander, he expects those under his authority to carry out the law with as much fairness and equality as possible, and during the training process, he avoids the standard penalties of lashings and so forth in favor of more creative punishments designed to teach specific lessons. He is patient with those under his command who legitimately struggle, but has no time for stubborn sons-of-nobles who refuse to follow orders or give him a bad attitude. He can get ludicrously strict with men who fail to learn that arguing with him only makes things worse.

In his private life, Phoebus is… significantly less stringent. He still cares about justice, and does what he can to carry it out. But he tends to use less organized methods to do it, and when out of uniform he is not above harrowing soldiers whom he believes to overstep their bounds as law enforcers (whether or not they’re doing so at that moment). He gives alms to beggars and pays dancing gypsies, despite their technically illegal presence in the city. He believes in the Christian god, but only follows the general gist of the religious rules that he sees to be particularly applicable. He doesn’t publically and blatantly break the rest if he can help it, but he won’t go to any real lengths to seem like he follows them, either. He shrugs off the inquiries of the judgemental, simply telling them, “I’m a soldier, not a priest; so long as I go to confession, none of the things I do will damn me. Now please excuse me while I go enjoy some of the pleasures that God put into this world.”

Speaking of which, the Madame of his favorite brothel knows him well and is fully aware that he’ll readily bed whomever she has available, regardless of what they have between their legs. Bisexuality doesn’t have a name in this time period, but he accepts it and feels absolutely no shame over his behavior with other men. He’s been kicked out of a few taverns for badly boldly flirting with other patrons and the servers. Specifically, because of the results of said flirting. Law enforcer or not, he enjoys a bit of trouble every now and again, and he is happy whether his come-ons end with a tumble in the sheets or just a good old fashioned brawl.

Abilities: Master of skills such as swordplay, unarmed combat, etc. He can ride and train horses (yes, he named his steed Achilles and learned how to teach him dog commands just because it was funny). He’s pretty sure he’s almost equally skilled in bed, but seeing as Esmeralda’s determined to make him wait until their wedding night and prostitutes are expected to compliment even the most limp and useless customers, he can’t be sure if he’s ever had an honest review from a bedmate. Or at least from a bedmate who was experienced enough to know the difference between a good tumble and a bad one… He has a fair amount of charisma that assists him well in both getting up someone’s skirt and/or trousers and spurring on a crowd to do what they might otherwise be too timid to do without encouragement. It also helps when soldiers need to be reminded of his rank relative to theirs.

Flaws: Don’t put him in a room full of pretty people if you want him to stay focused, or keep whatever group he’s in under the radar. He will hit on almost anyone, regardless of whether he has a reason to believe they are interested, and happily accept whatever comes of it (including someone getting thrown off a tavern balcony). His general avoidance of threatening his job security can also be considered a flaw; though he will break rank in a grand manner after certain lines have been crossed, his readiness to follow questionable orders may leave him technically complicit in any number of “lesser” cruelties and injustices.

Companion(s): His horse, Achilles. Achilles is loyal to him, and trained to respond to dog commands. He is also a bit of a silent snarker.

Brief History: Born the fourth son of a family of lesser nobles, the relatively little weath his family had was inherited mostly by his older brothers. While he was given the respect and education of an upperclassman, Phoebus knew from an early age that he would not grow up to dwell in a large house full of lavish furnishings and many servants. He noted that it was unfair that his eldest brother would receive half of their parents’ fortune and a large portion of the family lands, and that each successive son would inherit increasingly little, simply on the merit of who happened to be born first. As a child, he got into many fights with his brothers, especially the firstborn Thomas, over the disparities in their treatment and training. Thomas was given the first and best of many things, and as he grew, his tutors began including lessons on the logistics of running an estate. Meanwhile, Phoebus was given more general training that would prepare him to take on a trade. He was given lessons in etiquette, mathematics, philosophy, and the like as well, of course, but his tutors tended to find his papers filled with fantastical drawings and puns about various bodily functions rather than the information they were trying to coax into his stubborn little skull.

When he was nine years old and his parents began looking for someone to take him on as an apprentice, he chose to forego all of their suggestions, and instead began training himself to fight. That is, most noble men carried and could wield swords to a reasonable extent, but Phoebus sought to go beyond that level of skill. He watched his father’s few household guards practice in the mornings and evenings, and imitated them until he was allowed to formally join them in the training fields. Without a need to spend hours working for money, and refusing to spend that time studying under a tradesman, he had a great deal of free time which he devoted to strength training, riding lessons, and sword drills. When he wasn’t doing that, he was pulling tricks on his brothers or being chased off by the cook for stealing pastries.

At thirteen, after a particularly shameful display by Thomas of his arrogance and privilege, Phoebus became aware of the much more severe disparity of equality between himself and the lower classes. He reduced his physical training to allow room to study from books on subjects such as history and law. His tutors were surprised at his voracity for learning (once he decided a particular subject was worth his time, of course) and guided him through complicated vocabulary and concepts. Soon they found that the best way to get him to do his normal lessons was to tie them in to what he wanted to study. Greek literature became a source of logic puzzles and battle strategy, lists of monarchs and lineage were connected to wars fought and laws passed, etc. They were annoyed, but drily unsurprised, when he asked if he could name one of his father’s hunting hounds Achilles; he was told no.

Believing he would be unable to find work which was acceptable for his station, his parents began trying to set him up for a series of arranged marriages to young women of nearly equal status and at least as much money. These inevitably all fell through, as the teenage Phoebus saw no reason to pretend to be something he wasn’t just to avoid social recourse, and flirted with both the sisters and brothers of his prospective brides with reckless abandon. This resulted in more brawls than beddings, but he was pleasantly surprised at the number of young men who accepted his offers of... extracurricular activities. His father introduced him to a local brothel with various exotic offerings, hoping his time there would wear him out and curb Phoebus’ behaviors when social propriety deemed it necessary. It did not.

When he came of age, Phoebus could no longer ignore his fate as a poor man with a noble name, and took a job. He initially signed on with a small group of guards tasked with keeping order in the city, but his skill was quickly noticed as surpassing those of the other guards, and soon he found himself being shipped off as a proper soldier to a war somewhere that he vaguely recalled being told about by his tutors.

Life on the frontline was gruelling and morally exhausting. His chosen method of coping was to inflate an attitude which embodied both sides of the dichotomy between discipline and carefree merrimaking. The first mount he properly owned himself, he named Achilles, and took it upon himself to train that horse to follow dog commands simply because he found it amusing. He followed most of his orders with a stony face and impressed his commanders with the rigidity of his personal maintenance routine, but when his superiors weren’t looking, he was wont to flirt with anyone who was low enough rank to not be a professional threat should they not take it well. He got into plenty of brawls, bedded a few of his fellow footsoldiers, and bedded well more than a few of the local women who lived near the army camps.

Eventually, his skill as a swordsman and strategic mind gained him notice once again, and he rose through the ranks quickly as his battle tactics and charisma greatly affected several key battles. Soon after receiving the rank of captain, a letter came to the front describing a “great and violent unrest” in Paris, the recent “loss” of the captain of one of the most prominent companies of the city guard, and a “nearly desperate” request for a fresh commander who could bring order to the chaos. Given the urgency of the mission, it was decided that the assignment would go to Phoebus.

When he arrived in the city, Phoebus was nonplussed to learn that the “violent unrest” Minister Frollo had referred to was merely the presence of “fortune tellers and palm readers”. Still, he continued his pattern of following orders and enforcing a higher degree of discipline on his new company while in uniform, and having a bit of fun chaos outside of it. Under his command, the local guards became more skilled in combat and more stringent on process, resulting in more criminals (and “criminals”) being successfully arrested and brought to court. Since Frollo was the judge and there was no jury, convictions and sentences shot upward in the weeks following his appointment.

As Frollo descended further into madness, however, Phoebus found it increasingly difficult to stand by while justice was blatantly being denied to civilians whose only proven crime was being born to Gypsy parents. His old hatred for inequality and unfairness rose up inside him again. When the judge ordered Phoebus to execute a whole family, including the children, without a trial and by way of simply burning their house down around them, the captain finally reached his breaking point. He refused to obey a direct order which hadn’t even a shadow of justice in its giving. The punishment for this display of insubordination would have been execution, and though he was not happy about this, he had the guts to tell Frollo he considered it “[his] highest honor” to throw away his promising career rather than follow a completely immoral order.

Esmeralda stepped up to defend him, and in the chaos that ensued, he managed to break free of the other soldiers and escape on Frollo’s horse. Perhaps Phoebus hadn’t gotten around to training his men on archery with moving targets yet, or perhaps he had earned their respect and they were hesitant to kill him for sparing the lives of innocents, but regardless of the reason, Frollo was surprised to find that nearly all of their arrows fell far behind, ahead, or to the side of their target. Most of them weren’t even close enough to startle the horse. But one arrow did find its mark, and Phoebus fell wounded into the river, presumed dead.

Esmeralda fished him out and hid him away in the belltower with Quasimodo, but he was captured again the next evening when Frollo used the two men to find and trap the Gypsies in their hideout, the Court of Miracles.

During the Siege of Notre Dame which followed the attempted execution of Esmeralda, Phoebus broke out of his cage and rallied the citizens to fight against the tyranny of Frollo and his unjust obsessions. Some of the men continued to fight the battle they had been told, but many surrendered to the civilians.

After everything had settled, Phoebus was royally pardoned and Frollo’s actions posthumously condemned. Phoebus was once again made captain of the city guard, and in the year following, his company continued to make great strides in both skill and discipline, and application of the law. The new magistrate took the soldiers’ testimony into account when criminals were on trial, and the soldiers gave more warnings than they made arrests. There would still be a long ways to go, but it was finally beginning to look like the civilians and the soldiers would be able to have a mutual respect for each other, and Phoebus looked forward to the day when the woman he loved would be seen as more than simply a Gypsy, in the eyes of the law if not the general public.

Important Relationships: Esmeralda has captured Phoebus’s heart and stirred his loins. While she loves him back, she has applied limitations to the physicality of their relationship. The frustration from this has resulted in a slight increase of his trips to local brothels; she not only is fully aware of this, she sometimes enjoys teasing him about it. They sometimes get into arguments about his job and methodology, as she is very much Chaotic to his Lawful, but as they both care deeply about justice, they can usually come to an understanding.

Phoebus has a tertiary relationship to Pierre which is primarily based on Esmeralda using one to troll the other, such as being much more touchy and sultry toward the soldier when the poet is watching. They both have a rather lighthearted resignment to this dynamic and don’t harbour any particular animosity or jealous toward each other.

Quasimodo views Phoebus as one of his closest friends, and the feeling is mutual. They playfully argue over Esmeralda’s time and attentions rather often, though on occasion said discussions may actually be serious. They aren’t particularly jealous about her, but Quasimodo has a rather short list of people he can confide in and does not enjoy what he feels to be a return to solitude.

Put either Phoebus, Esmeralda, or Quasimodo in danger, and the other two will drop everything, forget all past disagreements (serious or otherwise), and become a dream team of badassery in the name of saving their endangered friend. Also, sometimes Pierre is there too.
Hidden 5 yrs ago 5 yrs ago Post by LePouvantail
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Character Name: Jack Skellington, the Pumpkin King
Player: The Iridescent and Fabulous Gardevoiran
Movie of Origin: Nightmare Before Christmas
Additional Sources: The two NBC Video Games, Oogie’s Revenge and The Pumpkin King.
Age: Immortal. Current age is undetermined.
Reference: babble.com/wp-content/uploads/2015/10…
Personality: Chaotic Good - Quite the spooky fellow indeed, Jack is a being that thrives on being the scariest soul around. He’s normally quite a happy camper, living in Halloween Town and being the king of such a fine and terrifying land. He’s happy to scare, and he loves spreading terror around, as long as it’s in good fun. He’s also quite the gentleman, having a fair amount of patience and wanting to do things in the best interest of everyone. He’s also quite the optimist, and is able to cheer himself up when he’s at a very low point, like when Christmas was almost ruined that one time. It’s also evident that he quite enjoys things that are new to him, like Christmas for instance.
Abilities: Jack-o-Lantern Physiology, Skeleton Physiology, Holiday Lordship, Ectoplasmic Polearm Construction and Whip Manipulation (via Soul Robber from Oogie’s Revenge), Bat Boomerang (tool from The Pumpkin King), Frog Gun (tool from The Pumpkin King), Intimidation (okay he’s the essence of Halloween), Pumpkin King Outfit (Oogie’s Revenge, limited to only being usable when given a fire source or in the presence of raw fear), Organ Playing (it’s plausible).
Flaws: Not Beefy (he’s a skeleton), Sometimes Naive (he can trust others a bit too early, or he can trust others even with their track record, like Lock, Shock, and Barrel), and Impulsivity (okay, he almost ruined Christmas because he thought it was cool)
Companion(s): Zero, the Ghost Doggo
Brief History: [Needs to be filled out].
Hidden 5 yrs ago 5 yrs ago Post by LePouvantail
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Character Name: Cassim, the King of Thieves
Player: ProPro
Movie of Origin: Aladdin and the King of Thieves
Additional Sources: Various Disney Aladdin comic books
Age: 55
Reference: vignette.wikia.nocookie.net/disney-fa…
Personality: Cassim is a kind and loving father, devoted to his late wife, son, and daughter-in-law. In fact it was from these positive traits that his more negative side sprung forward, his ambition and greed growing to the point that he shirked the law. He is very charming, with a silver tongue and deep sexy baritone to match (but hands off, ladies, for he only had eyes for one and she’s gone now). Cassim enjoys playing up the mysterious angle for fun and drama, never playing all his cards on the table. He is cunning, witty, and highly tactical, with plenty of knowledge with which he can serve as a mentor of sorts for others. However do not mistake his kindness and caring heart for being soft, as if he sees you as a threat to his friends or family he will not hesitate to end you without a care in the world over how painful or unusual your death may be. He’ll just smile and quip, taking delight that your threat is over. Just ask the traitor Sa’Luk, as he screamed in horror turning into solid gold.
Abilities: Athletic - Cassim is just as adept at parkour and acrobatics as his son, restricted only by his more advanced age.
Master Thief - Whether it be stealth, sleight of hand, pickpocketing, basic deceit, or plotting out long term capers, Cassim is the best there is at what he does.
Learned Explorer - Cassim’s travels have taken him to many strange and foreign lands, each with their own legends and treasures. He is quite knowledgeable about foreign cultures, myths, and especially their treasures.
Fencing - You don’t get to be in the 40 Thieves without besting one of its members in combat, and you don’t get to be their leader without proving you’re the toughest of them all. Mind you since the whole Hand of Midas incident he hasn’t needed to be as on guard, so his skills have degraded a bit, but his wits more than make up for it.
Flaws: Greedy - Cassim has always believed he and his family deserved more than their lot in life, and that desire to provide became an intense greed for more wealth. He’s done better since reconnecting with his son, but don’t be surprised if something goes missing if it wasn’t nailed down. Or even if it was nailed down.
Middle-Aged - The only attribute of Cassim’s that is not equal to his son’s is his age. While certainly capable of great feats of athletics and combat, he doesn’t have the stamina he once had and will tire out sooner than his younger peers. In a war of attribution, Cassim is unlikely to win.
Good… But not TOO Good - Make no mistake, Cassim isn’t a bad guy. He’s extremely loving to his family, well mannered, and when it comes down to it has a righteous heart. But he was still the leader of the infamous 40 Thieves for many years, which involved a good deal of pillaging, theft, and murder. He never once harmed any women or children and did his best to protect the innocent from his gang’s violent ways, but he will not hesitate to kill an enemy or manipulate a situation to benefit himself.
Companion(s): Iago - The loud-mouthed talking parrot and former sidekick to the villainous sorcerer Jafar. Iago shares many of Cassim’s qualities: Greedy, self-serving, a master manipulator, with a hidden heart of gold. Where they differ (other than species) is Iago’s cowardly tendencies vs. Cassim’s willingness to leap into danger, and self-control. While Cassim is very collected, Iago is more impulsive. While Cassim’s greed comes from his desire to provide for his family, Iago just wants to live a lavish life. Additionally, as a parrot that was magically enchanted by Jafar with the power of speech, Iago is able to mimic any voice he hears with 100% accuracy, so long as he’s heard a few sentences.
Brief History: Cassim was born to the lower class of Agrabah and grew up to be a humble lamp merchant. He was never satisfied with this life of barely scraping by just to survive, and honed his skills of larceny and thievery. Choosing to steal from those who looked down on him for his roots. His life took a turn when he met the woman of his dreams, Zena. After a brief courtship the two were wed. Zena’s adventurous personality and no-nonsense attitude to being looked down on for her gender inspired Cassim and his own ambitions. Eventually the two had a son, Aladdin, and Zena had to reel in her adventurous lifestyle in order to care for the boy, while Cassim returned to the “safe” career he had known all his life in order to provide an income for his wife and child.

As the years passed, Cassim’s ambitions grew, fueled by the love for his family. They deserved more than this beggar’s life. Zena was an adventurer, she had put her life on the line to protect the people of Agrabah! No, this was unacceptable. With a heavy heart, and after much deliberation, Cassim decided it was best to seek out a fortune for his family, but he wasn’t going to find it in Agrabah. He left Zena with an ornamental dagger, a family heirloom, to give to their son Aladdin, then set out with every intention of returning as soon as he could give them everything they deserved. He would seek out the legendary treasure, the Hand of Midas.

During Cassim’s travels he fell back into his illegal habits from years ago, as treasure hunting proved to be a far more difficult task than initially anticipated. Still, he hadn’t lost his edge and in fact only grew more and more skilled as the years past by. Stealing only from those deserving, he eventually amassed enough wealth to satisfy him. Finally content with what he could provide for his family, Cassim returned to Agrabah, but found only disappointment and sadness. In the years since his departure, Zena had passed away and Aladdin had gone missing, presumed dead himself. Distraught, Cassim once again left his home, hurling himself back into the only thing he had ever known himself to be good at.

Eventually he found his way into the den of the infamous Forty Thieves, where he earned his place among them via trial by combat. From there Cassim worked his way up the ranks until he became the group’s leader. He threw himself into the organization thanks to the sorrow of losing his family, pillaging and stealing, but he kept enough of his old righteous self to direct the thieves in a less violent direction, focusing on finding ancient, valuable, and magical artifacts. After many years he tracked down a magical oracle, possessor of untold knowledge, back to Agrabah which was being given as a wedding gift to princess Jasmine and her groom…

Well, as it would turn out that groom was his own son Aladdin! The reunion started out rocky sure, what with the whole “attacking my wedding” thing, but mistakes were made on both sides. After all, Aladdin did commit breaking and entering back on the hideout of the Forty Thieves. With Cassim’s sponsorship, and trial by combat, Aladdin defeated the Thieves’ second in command Sa’Luk and was welcomed with open arms. The two bonded, and Cassim was invited back to the palace where he became fast friends with the sultan and his future daughter-in-law Jasmine… And a certain mischievous macaw by the name of Iago. Well, one thing led to another (who knew the palace guards were so touchy about the royal treasury?), a breakout just sort of happened, the Forty Thieves turned on him thanks to Sa’Luk, and a big kerfuffle happened on the back of a giant turtle, it was all very surreal.

By the end of it, Cassim was able to witness his son’s wedding and once again chose to leave Agrabah for a life of adventure and exploration, only this time two important details were different. He left on good terms with his family, knowing they had everything they could ever want, and he had companion in the form of Iago. Together they would travel for treasure, for thrills, and for self-fulfillment. It took a long time to get there, but Cassim was finally in a good place.
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Hidden 5 yrs ago 3 yrs ago Post by LePouvantail
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Character Name: Esmeralda
Movie of Origin: The Hunchback of Notre Dame
Additional Sources: The musical of the same name, and parts of the original novel.
Age: 27
Reference: thehunchblog.com/wp-content/uploads/2…
Personality: Esmeralda is a fierce woman who knows she's beautiful and makes no apology for it. She is headstrong and a proactive believer in justice, willing to stand up for those who cannot do it themselves.

Having lived her whole life as an outcast, Esmeralda is untrusting to soldiers, and keeps non-Roma at an arm’s length, at least until they prove themselves to be trustworthy. A selfless individual, she prefers to take care of her own business herself, and feels that those who aren't fortunate enough to have what she has should come first.

Esmeralda is a dancer, improv artist, and magician. While her primary interest is survival, when she has downtime, she works on her routines, and trains her goat, Djahli.

Abilities: Being Roma, Esmeralda is street-smart, can handle herself in a fight, and has a bit of medical knowledge, as she would not otherwise survive the streets of Paris. She knows several sleight-of-hand tricks, can improvise a weapon, and knows a few fighting moves, all of which she will use if necessary to come out on top.

Her most-known talent is her dancing. Esmeralda uses her grace, beauty, and flexibility to put on a good performance, sometimes improvising her routine. These same traits play into her fighting style, and grant her some leverage in getting her opponents to underestimate her.

Flaws: Esmeralda isn't afraid to speak her mind, and it often gets her into trouble. She also refuses to sit by and watch if she witnesses an injustice, always stepping in if she can, because if she does nothing, who will? This has forced her to flee other cities before arriving in Paris. Even other Roma, who prefer to keep their heads down and avoid trouble, are wary of her, because the attention her stunts garner often get them dragged into it by association.

As mentioned, she is distrustful of soldiers, albeit for good reason, as her people technically aren't allowed in Paris. When Judge Claude Frollo was alive and in charge, injustices towards her and other Roma went unnoticed at best, and got them killed at worst. With Phoebus currently at the helm and cleaning up the guard force, Esmeralda has an easier time dealing with them, but she also knows that they all aren't like their captain, and will not trust them unless they prove themselves. She has a similar position with people she doesn't know.

With her life as an outcast, Esmeralda will take an offensive position in a fight if she thinks it will get her out of the situation faster. This strategy will sometimes give her the immediate win, but can be detrimental in the long term due to the enemies she makes in the process.

Companion(s): Djahli, her goat. Unlike Esmeralda, who is willing to give a chance if the other person backs down, he is more firm in his initial dislike of someone, and will keep that opinion until he sees them continually doing right by his owner. If Esmeralda is in danger, Djahli will kick and headbutt until they leave her alone. He hates soldiers even more than Esmeralda does, and is particularly brutal when going up against them.

Djahli can dance and do tricks, and works as a team player with Esmeralda. He is always on alert for danger, and like his owner, has a tendency to find trouble, though on a far lesser scale. As a goat, he’ll eat anything, but he especially likes Quasimodo's wood carvings and Pierre's socks.

He shares a pair of gold hoop earrings with Esmeralda. While he prefers her above all else, any friend of hers is a friend of his. If Esmeralda is separated from him, Djahli will find one of them, priority being Phoebus, as he's her beau, Quasimodo, who is consistently at Notre Dame and therefore easy to find, and then Pierre if the other two aren't available.

Brief History: Esmeralda travelled from a few cities before arriving in Paris, often because her love of justice brought trouble and forced her to flee, though her young age, beauty, and gender granted her some leniency as a “silly girl who should stick to dancing.” She arrived in Paris at fifteen, and, learning from prior experiences, became more careful when calling out injustices.

At sixteen, she married Pierre Gringoire to save his life. Pierre unwittingly found the Court of Miracles and, having no useful skills, was going to be executed if no Roma woman took him for a husband. A jug was thrown to the floor and broke into four pieces; they remained married for four years, where she threatened him with a knife on their wedding night to keep him from consummating the marriage and locked him out of the bedroom every night. Despite it, they grew to be friends and remained such when their marriage ended.

Years later, at the annual Festival of Fools, Esmeralda stepped in when the crowd turned on Quasimodo. She used the opportunity to publicly call Frollo out on his constant mismanagement of justice, and for it (along with her alluring dance prior, and her sleight-of-hand tricks being mistaken for witchcraft after), became a wanted criminal.

Despite being wanted, Esmeralda flourished her new friendship with Quasimodo, and came to adore Phoebus after watching his bravery in defying Frollo to save the miller's family, going so far as to save his life.

After her capture, Esmeralda continued her defiance of Frollo, spitting in his face while being tied at the stake, and, even weak from shock and smoke inhalation, preventing Quasimodo from falling as long as possible, both times preferring death over giving into the judge.

After Frollo's death, Esmeralda returned to a more or less normal life. Things are less tense between the Roma and Parisians, thanks to her own efforts and Phoebus’s work to fix things among his men, though they still have a long way to go. She has since taken Phoebus as her lover (and damn well knows he goes to brothels and turns a blind eye to it), though she retains strong friendships with Pierre and Quasimodo, particularly the latter.
Hidden 5 yrs ago 5 yrs ago Post by LePouvantail
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Character Name: Pierre Gringoire, the Aristotle of his day (he wishes)

Player: Obi

Movie of Origin / Additional Sources:
It is woefully true that he does not originate from a movie, which does call to question his right to be here at all, but when the Holy Lady wills something to be so, who would a beleaguered mortal be to question such a divine order? Is he not as human as any other? Has he not the right to go where his feet will lead him, and swoon where his heart desires, as much as any man? Oh, but to be as carefree and behumbled as a beast of the fields or of the skies! Ah, but he does feel such jealousy toward his little Djahli sometimes! So pretty and clean, and beyond the misgivings of the self-righteous lords and magistrates, who expect so much of us, the refined creatures of earth who walk on two legs by the design of God, Himself. Sadly, though a wondrous amount of attention was paid him and the details of his escapades in Victor Hugo’s novel about the cathedral of Notre Dame de Paris, the animated adaptations of this glorious work have left him out entirely. Yes, such is the lot of your own poor Gringoire, but he fears not for the fate of his presence! Through providence and divine intervention, time itself has been turned about and woven together, a single yarn forming a glorious tapestry of intertwining colors and details, allowing for the vision of things that may never have been known otherwise.

Age: A man with the spirit of a poet must never be burdened with the likes of time or its passing, for he must forever remain unstifled to see the past and future and all that might be if things were only a little bit different, to make the most of his ords and bring tears to those who weep for what can never truly be, but which nevertheless remain so for as long as the actors are upon the stage. He knows not the year of his birth, nor does he care, for he shall always be a young child in his heart with the mind of the most ancient of scholars. No, ignore the first signs of gray hairs! They are but specks of dust on the wind: few, tiny, irrelevant. See not the wrinkles beneath his eyes! They say nothing of his age, only the many wondrous experiences he has been blessed and cursed to-- **WACK**

He’s thirty-seven.

Reference:
Side, and Front

These images were pulled from a stage adaptation of the novel which does feature Pierre.

Personality: Oh gods… Writing this part out is going to be fantastic and exhausting…

Abilities: He can make people give him almost whatever he wants, just by talking at them until they will do anything to shut him up. Sometimes it backfires, and they decide the only almost certain way to shut him up is to kill him and gag his corpse. It usually works though. Occasionally.

He also possesses a significant education, being fluent in Latin, studied in poetry and literature, and not unfamiliar with the alchemical sciences. That being said, knowing what to do with the information he possesses… is not among his skill sets.

Flaws: NONE HE IS A PILLAR OF WISDOM AND ARTISTIC VIRTUE! [Insert ramblage which shows that he is cowardly, easily distracted, lacking self-awareness, and sometimes slow to act due to long-windedness.]

Companion(s): A powerful yet dignified, delicate, charming creature, whose small feet, handsome shapes, and graceful manners he admires, almost confusing shapes for the spirit in his imagination. He regards his little Djahli both as handsome as any woman, as intelligent as any man, more literate than any grammarian, and more elegant than a gazelle. If only God had truly made the goat his, and not so loyal to his ex-wife!

Brief History:
Pierre was the son of a notary in Gonesse. His father was hanged by Burgundians and his mother ungraciously dispatched by the Picards during the siege of Paris some years ago. At the age of six, therefore, he was an orphan, with no other sole to his foot than the pavement of Paris.

He really can’t say how he managed to live between the ages of six and sixteen; sometimes, a fruit seller would give him a plum, sometimes a baker would toss him a crust, and at night, he would find himself picked up by the watch, who would throw him in jail, where he at least had a bundle of straw to sleep on. In spite of all this, he grew up, tall and thin, as one can see. In the winter, he warmed himself in the sun under the porch of the Hotel de Sens and it seemed ridiculous to him that the Bonfire of Saint John came in the middle of summer.

At sixteen, Pierre decided it was time to take up a profession and he tried his hand at just about everything. He became a soldier, but he wasn’t brave enough. He became a monk, but he wasn’t pious enough; besides, he’s a bad drinker. In despair, he became a carpenter’s apprentice, but he wasn’t strong enough. He finally realized that he was unfit for everything, so he became a poet. It’s a profession a man can always practice while he’s a vagabond, and it’s better than stealing, as some of his dishonest friends advised him to do.

One day, he was lucky enough to meet Master Robert Gatigny, Chancellor to the Lord Bellevigne de l’Etoile. The great man took an interest in him and Pierre owes it to him that today, he is a learned man. He knows Latin, from Cicero’s Offices to the Mortuology of the Celestine Fathers, and he is not barbarous in scholastics, poetics, rhythmics, or even in alchemy, the greatest science of them all.

Pierre is the author of the play which was triumphantly performed in the Palace of Justice one festival morning, though of course the play was overtaken by ruffians and overshadowed by the eventual entrance of the Cardinal, who could not be bothered to show up to watch the play on time, and nearly incited a riot in the play’s requirement of waiting for his eminence's arrival. Luckily, Judge Claude Frollo was somehow able to retain order and shoo the crowd to the streets. Pierre suspects it was because in his youth, Frollo had had experience wrangling his ne’er-do-well younger brother, who tragically died of illness. Or perhaps the crowd was simply terrified of him. Honestly, the whole debacle would have made for a great morality play in itself, and with Frollo dead, he may write it up someday. Perhaps the city will actually pay him for that one.

Pierre has also written a book, which will be six hundred pages long, on the prodigious comet of 1465 which caused a man to go mad. He has had other successesses too. For example, having some skill as an artillery carpenter, he worked on that huge cannon which, as everyone knows, blew up at the Pont de Charenton the day it was tried and killed twenty-four curious bystanders. That part wasn’t his fault, of course.

After a spectacular failure by an audience to pay attention to anything without abundant flatulence, let alone to words of intelligence and lessons of morality, the city refused to pay him yet again for a masterpiece he had spent the better part of a year writing, and another two months teaching to the actors given him. The lead actor bought Pierre some good northern whiskey as consolance, but otherwise gave him no pity. With nothing to pay for bed or food, he stumbled off in a drunken stupor in search of a good rock to use as a pillow, but instead found himself by sheer accident in a hidden part of the city, the famed Court of Miracles, where he was to be hanged for the crime of being an honest citizen.

Convicted of an absence of thievery, disfigurement, deception, or any such qualities which would grant him the disdainment of men of law, Pierre was sentenced to death for the betterment of the Court. His only hope of survival was that a maiden of the gypsy people would take him as her man and make him one of their own. A still quite young but already beautiful Esmeralda did so, a jar was broken on the floor, and that was that. He did attempt to do what husbands do on their wedding night, but she was quicker with her dagger than he was with his “sword” and he decided he’d rather keep his stones before his pride. Not that his pride could be taken from him; whatever shame he’d had had been begged off and sent to bed in his poetry long before. Besides, if he let her kill or castrate him, he wouldn’t have been able to enjoy his time with Djahli nearly as much. Oh, but he does cherish that goat. It’s unfortunate that Esmeralda got full custody once their time together was finished; she wouldn’t even let him keep Djahli a single day of the week. Pierre bemoans this cruelty often, though he is far too afraid of his lovely ex-wife to push her on the subject. And so began a blissful four-year marriage wherein he spent every day performing feats of strength with his teeth alongside the gypsy entertainers and every night locked out of the bedroom, to be awakened every morning by the prettiest little creature on God’s earth attempting to eat the stockings on his feet. If only it need never have ended.

On the upside, he can now enter into the upper rooms of brothels without technically betraying a wife.

Important Relationships:
Esmeralda terrifies him, though they did not leave off on bad terms. She’s kind of fond of him, but prone to trolling him, and will not put up with his meandering speech if she needs him to get to the point. She is not above using physical force to remind him of this, but rarely does she need to do more than roll for intimidate to get him in line.

Phoebus and Clopin are his occasional drinking buddies, though he runs into Phoebus much more often, as they tend to frequent the same taverns and brothels. Esmeralda also enjoys playing the two off each other, as her ex and her betrothed.

Quasimodo mostly tolerates Pierre whenever he happens to be around, but doesn’t have any inclination to initiate a proper friendship. Pierre, for his part, is happy to have someone who will let him ramble endlessly about absolutely nothing (most of the time), and doesn’t care that it’s because Quasi can barely hear him in the first place.

Pierre’s most cherished relationship is with Djahli, Esmeralda’s goat. He considered the goat to be partially his and pontificates about the beauty of his horns, hooves, and wool. Many jokes are made about whether he wants to care for the goat or seduce him. He hasn’t put forth any confirmations nor denials of either.
Hidden 5 yrs ago 5 yrs ago Post by LePouvantail
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Character Name: Sally
Movie of Origin: The Nightmare Before Christmas
Additional Sources: A slight reference to Oogie’s Revenge
Age: While her chronological age is not defined, being one of Dr. Finklestein’s creations, she is actually one of the youngest creatures in Halloween Town, second only to Jewel, her replacement. Mentally and physically, she is about 21.
Reference: writeups.org/wp-content/uploads/Sally…
Personality: Sally is sensitive, sweet, shy, and smart. She has a tendency to linger in the back of crowds, as she doesn’t like attention on herself (and partially due to habits born out of avoiding Dr. Finklestein in the days where she ran away from him), and is often seen by herself in town. Sally is very analytical and will assess a situation critically before she gets involved. Once her mind is focused on a problem, she will look at it from every angle to find a way to solve it. She is very quiet and often keeps to herself, unless a situation forces her to be assertive.

Abilities: As the town seamstress, and out of necessity with her rag doll body, Sally is a master with needle and thread, and often keeps a needle behind her ear and a spool on her person for such emergencies. Her body being made of cloth means she feels no pain, and can take hits and falls that would kill a normal human. She has some knowledge of chemistry and botany, which mostly shows up in her cooking. Her limbs can be detached at will, then re-attached later. A de-attached limb simultaneously works under her control and on its own volition, but often with her goal in mind. Aside from her dismemberment ability, Sally isn’t very scary, so she makes up for it with wit, smarts, and determination. She often has a contingency plan, from varying escape routes to hiding bottles of fog juice, just in case. You never know when you might need a bottle of fog juice!

Flaws: Her shyness, while not bad in and of itself, at times hinders her. Sally has trouble finding the right words to express a dire need when she has to assert herself. While it can be a strength at times, Sally often goes unnoticed, which can lead to trouble if she’s trying to solve a problem and no one knows where she is until it’s (almost) too late. As mentioned, Sally relies on wit, not strength, and she isn’t much of a fighter, so while she can survive a straight-on fight, she won’t win one.

Companion(s): A black cat occasionally crosses her path.

Brief History: Sally was created by Dr. Finklestein to be his personal assistant and companion. A restless creation who simply wanted her freedom, she often escaped his grasp, only to be dragged back home in an attempt to get her to be patient and “wait out” this “restless phase.” In her escapades into Halloween Town, Sally found herself admiring Jack Skellington, the Pumpkin King, from afar. After a particularly successful Halloween, Sally once more escaped Dr. Finklestein for the price of her arm, and who would enter the graveyard at that time but Jack Skellington himself?

After quietly listening to Jack’s woes of how Halloween wore him down and his longing for something new, Sally realized they had something in common, and longed to help him. For a day, he was gone, and when he came back, he brought along a new idea called Christmas for the town to try.

Once more trapped by Dr. Finklestein, Sally escaped one more time to deliver a meal to Jack, who had been so wrapped up in trying to solve this Christmas puzzle that he hadn’t left his tower in days. His smile ignited her love and shyness, which caused her to flee. Overwhelmed with the possibility that Jack might return her feelings, Sally picked a flower and gently plucked at its petals, only for the flower to turn into a Christmas tree and burn - a terrible premonition of Jack’s fate if he continued.

The next several days were spent trying to warn Jack, and when he didn’t listen, deliberately sabotaging his plans to keep him in Halloween Town. Despite her efforts, Jack made it to the human world to attempt Christmas, and as she feared, was nearly killed for his efforts.

In a last desperate attempt to stop Jack, Sally tried to save Santa Claus (Sandy Claws to the town of thrills and chills) from Oogie Boogie, and would have perished if Jack hadn’t come to his senses and come back to help. In the aftermath of that fateful Christmas Eve, Jack and Sally found each other.

Now Sally is more commonly seen around Halloween Town, with and without Jack. As she has been replaced by Jewel as Dr. Finklestein’s companion, she spends part of her time at Jack’s tower, part of her time in her seamstress shop in town, and part of her time in the graveyard, due to its peaceful, romantic crypts, and little garden of herbs she uses on a regular basis.

She and Jack have been together since the Christmas Eve that brought them together. Jack is the dearest person in her life, for whom she will (and has) risk everything. Sally gets along with most citizens in town, particularly the witches, for their shared love of potions, though she is not very fond of Clown with the Tear-Away Face, as he’s loud and boisterous. She has also assisted Jack in guiding Lock, Shock, and Barrel into being less troublesome. While not quite a mother, she is patient and friendly with them, understands what it’s like to have a father figure who was less than ideal, and is therefore able to give them a little insight, with varying results.
Hidden 5 yrs ago 5 yrs ago Post by LePouvantail
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Character Name: Fa Mulan (Fa Ping)
Player: Zverda
Movie of Origin: Mulan
Additional Sources: Mulan II (2004), The Ballad of Hua Mulan
Age: 18
Reference: tumblr_oykty3R46i1qhttpto1_500.png
Personality: Mulan is many things, though a few stand out far more than others. It is through the love of her father that one can see how protective, resourceful, courageous and brave she is. Due to the choices that she has made, it becomes very obvious that she is far more independent than just about any other woman in China, which ties in quiet nicely with the fact that she is extremely adventurous and more than a little impulsive. Thankfully, thanks to everything she has gone through, she has grown out of her self-consciousness and is far more confident because of it.
Abilities:
Martial Arts
Archery
Swordsmanship
Improvisation
House Running
Flaws:
Not very Ladylike
Compulsive
Highly Interventionist
Brave to the Point of Foolishness
Very Bad Liar
Companion(s):
  • Mushu - Mulan’s tiny Chinese Dragon Guardian who has put her in tough spots more than he has helped her out of them. While he jokes far more than one would expect him to, doing his best to make light of serious situations, he knows when it’s time to buckle down and be the support his charge needs. Doesn’t stop him from calling Khan a Cow though.
  • Cri-kee - The Lucky Cricket that one would think isn’t so lucky, he is the chirpy companion of Mulan and seemingly close buddies with Mushu, who is the only one who can understand the insect.
  • Khan - Mulan’s trusty steed who refuses to let anyone but her ride him and isn’t afraid to deliver a kick or sit on someone who is being a bit too mean to his owner. Of course, foul tempered as he may be, he is loyal to a fault.


Brief History: Fa Mulan, the only child of a great war hero and a humble mother, was everything her parents simply did not want her to be. In truth, what did they expect when she was allowed to learn such things as Marital Arts, Swordsmanship and Archery? Wanting to keep her injured father safe from harm and feeling that he had done his duty for China, Mulan disguised herself as a man and joined the Imperial Army in his stead, going by the name of Fa Ping. Of course, while her disguise is anything but foolproof, no one questioned the fact that, while unladylike, she certainly wasn’t very manly to begin with and explained it away as the Son the Fa family did not want to admit existed.

In the end, Mulan brought far more Honor to the Fa family than anyone had expected, being the reason that China was saved from the Hun invasion. While she did end up ruining the Emperor's Castle through ideas that, while they worked, could have been avoided if she hadn’t actually thrown a shoe at the guy and just used the opportunity to rid the nation of the problem while he was distracted. Regardless of how she got her end result, she was later called upon to assure that the Emperor's three Daughters were delivered safely to the Kingdom of Qui Gong. Much like her first endeavours, this too was a success, even if it did not end the way that it was intended.

While time has passed since her exploits, she is just as close as ever to her family, her escapades bringing her even closer to her father. She often spends time at the shrine speaking with Mushu about varying things, knowing that part of her success is owed to the Guardian that had been with her through everything, including her marriage to General Li Shang. Of course, Shang and her father aren’t the only men in her life, as she has remained in contact with Yao, Ling and Chien Po as they had been the first to accept the fact that her being a woman did not undermine all that she had done. They are dear friends to her, and she continues to do her best to remain in touch through letters as often as she can.
Hidden 5 yrs ago 5 yrs ago Post by LePouvantail
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Character Name: Prince Phillip the Dragonslayer
Player: Big Dread
Movie of Origin: Sleeping Beauty
Additional Sources: The Grimm Fairy Tales
Age: 23
Reference: tse2.mm.bing.net/th?id=OIP.8VBsIv_OJd…

Personality:

Phillip is the picture of nobility and Courtly Love. His extensive education and indoctrination has made him into a man who is reflexively honorable of graceful. He has taken the lessons to heart and takes his role as heir and nobility of the land very seriously. He stands to protect the common folk from the chaos of anarchy, the evil of dark magic, and, themselves if need be. He strives to be honest and just in all of his dealings and to undertake all of his goals with passion and focus. His passion sometimes spurs him to what would rightfully be called foolish action, but, his fixation and some luck have carried him to victory in many pursuits.

Abilities:
- Etiquette: Being high nobility demands a certain level of refinement and grace. Phillip has been schooled since he was a young boy and has internalized the lessons well. Phillip conducts himself with purpose, grace, and, respect in all dealings. These lessons extend past merely behavior as well, including all courtly things such as conversation, dance, and, dinning.

- Chevalerie: The art of soldiery and horsemanship, as taught to Phillip from the early age of eight years to his current age. He has been trained by the best and most experienced teachers in the land in all aspects military, should he ever needed to be called to arms by his father. While he lacks exceptional combat experience in war he has a educational and practiced basis of skill unmatched by those without the status and coin of royalty.

- Education: As his training in the sword and court, so too is his mind tempered. Early days filled with training for both body and intellect. Schooled in the classic texts of drama, poetry, logic, linguistics, and, history. Phillip’s education would be outmatched only by other more rich and powerful royalty.

- Malleus Maleficas: While he did not have education of this kind in his youth, he has dedicated himself to understanding and combating the forces of dark magic wherever he should find them. Quizzing the three fairies and those hedge-witches in his kingdom in matters arcane have expanded Phillip’s understanding of magic and cemented a strong sense of antagonism to magic of all kinds, but, dark forces most of all.

Flaws:
- Emotional
- Foolishly Brave
- Hostile toward magic
- Classicist

Companion(s):
- Samson, the Steed: The trusty steed Samson, faithful and devoted companion to the prince. A horse bred and trained for riding as well as war is already a force on its own, but, Samson seems to possess an intelligence and loyalty uncommon in other equine examples. Samson himself seems to also have internalized the near fearlessness of his rider, galloping straight into the path of a dragon and braving the fires of hell without balking at the task. He now remains Phillips companion and friend in his frequent travels.

Brief History:
Once just a prince, Phillip found himself embroiled in a struggle like nothing he had seen before. He learned in the course of a short time that the world was far stranger and more dangerous than he thought. The forces of evil, and, Satan were certainly alive and well in the world. Being armed with The Sword of Truth and Shield of Virtue, he slew the sorceress Maleficent when she transformed herself into a dragon and brought light to the kingdom of his now bride.
This experience changed Phillip significantly. He started to wonder more about the forces of dark magic and began to see them around every corner. He saw that his ignorance was leading him to paranoia and fear, two traits unbefitting of an heir to the throne, and, consort to a queen. He dedicated himself to seeking out what knowledge he could from the hedge witches and wise women of his lands. The only way to defeat the darkness was to know it. While he spent as much time as he could in court, learning from his father and spending time with Rose, he always found himself in far flung hamlets learning what he could about the Great Enemy.
In time, he had accumulated knowledge of the occult enough to corrupt him. However, he kept from using the powers and turned his wit to destroying that which he now knew instead of turning it to his own ends. His sword and shield, blessed and pure, turned aside the witchery of dark forces and struck down evil in a single stroke. Phillip The Dragon Slayer, soon gained quite the reputation as a royal witch hunter in the short time after his experiences with Maleficent.

Hidden 5 yrs ago 5 yrs ago Post by LePouvantail
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Character Name: Gaston
Movie of Origin: Beauty and the Beast (1991)
Additional Sources: The 2017 live film
Age: 28
Reference: d13ezvd6yrslxm.cloudfront.net/wp/wp-c…
Personality: It’s perfectly fine to describe our Gaston
As conceited and vain as can be
But you’ve got to admit he’s got other points too
Like his laughter and his devotees

He’s got boisterous charm and is quite tons of fun
He’s everyone’s favorite guy
He may not be smart, but he steals ladies’ hearts
And at times, even some of the guuuuuys’...

Abilities: No one hunts like Gaston!
No one punts like Gaston!
No one lifts or pulls masculine stunts like Gaston!
He is charming and fine and will utilize it!
My, what a guy, that Gaston!

He can lift up three babes with only one hand
And go toe to toe with the Beast
He eats five dozen eggs, a feat that’s quite grand
And still will have room for a feast!

No one’s buff like Gaston!
Or quite tough like Gaston!
No one ever has enough stuff like Gaston
With his knife and his gun, he’s intimidating!
Get out of the way of Gaston!

Flaws: No one’s lewd like Gaston!
Or as crude as Gaston!
Or conceited, or vain and quite rude like Gaston!
He’s a jerk and a cad and a womanizer!
Don't be a guy like Gaston!

Companion(s): N/A

Brief History: When I was a lad, I knew I’d be the best
And fought, trained, and worked with my hands
I learned how to hunt and I fought in a war
And now I’m the most ideal man!

No one brawls like Gaston!
No one stalls like Gaston!
Loses Belle to the Beast and then falls like Gaston!
I resent that last line! We’ll ignore it right now!

Say it again!
I’m a man among men!
And then say it once more!
I’m your hero next door!
I’m a super success
Don’t you know? Can’t you guess?
I’ll impress you all from dusk ‘til dawn!
I’m the one guy in town who’s got all of it down--
And my name’s G-A-S...T…
You know what? Spelling’s for chumps!
Gaston!
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Character Name: Maximus

Player: Lemonzest1337

Movie of Origin: Tangled

Additional Sources: N/A

Age: 5 (roughly 25 for a horse)

Reference: writeups.org/wp-content/uploads/Maxim…


Personality:

Loyal - Maximus is loyal to those he cares for, foregoing basically everything else in order to make sure his companions are alright. If you got this horse as a buddy you’ve got a friend for life.

Brave - They don’t say hung like a horse for no reason, and even among horses Maximus has some massive balls. Maximus has little time to spend being afraid, that would take away from ass kicking time and Max can’t have that. This isn’t to say that Maximus is infallible, things like a massive tidal wave or the threat of plummeting to curtain doom are enough to startle this stallion.

Intimidating - Maximus is an intimidating beast. When you walk into a tavern full of barbarians, thieves and murders. And you’re still the most frightening thing in the room. That’s when you know you are one scary mother.

Lawful - As a member of the royal guard Maximus loathes criminals and their dastardly deeds. If Max sees an evildoer casing problems he finds it hard not to step in. Though he can look the other way if he knows that the criminal act is for the greater good (eg prison break).

Abilities:

Horse - Maximus is a horse. You can put a saddle on him and ride him around, he can pull carts too.

Stamina - Maximus has a great deal of stamina being able to run for a good time at high speeds. But when Max runs out of gas it takes a lot of food and time for him to refill his stamina reserves.

Strength - Maximus has a great deal of strength behind him, being able to carry heavy loads and push barbarians out of his way with relative ease. Though while he does have a lot of raw power he can’t apply it in as many ways as a human can, having little to no dexterity due to lack of hands.

Sense of smell - Max has a very keen sense of smell akin to a bloodhound. He is able to track specific people from absurd distances once he has locked onto their scent.

Martial training - While he does lack hands Maximus has shown himself to be rather skilled with a sword. While wielding a blade in your mouth is rather unorthodox Max makes it work. While he is good with a sword he can’t outperform an equally skilled human.

Flaws:

Can’t speak human - He’s a horse.

Stubborn - Maximus is pretty stubborn. If he doesn’t like you he’ll not listen to what you have to say. He may begrudgingly agree with you on things that are reasonable, but what he finds reasonable and what you find reasonable might not line up. But if he likes you then he’s a lot easier to work with. If you’re struggling try apples, Max loves apples.

Horse - He doesn’t have hands, hands are kinda useful.

Temper - Maximus can be a bit of a hot head at times. While it’s rare for him to go off, when he does whoever ticked him off is in for a while ride.

Companion(s): N/A

Brief History: Maximus was born and raised to serve King Frederic and Queen Arianna as a loyal member of the royal guard. And boy did Maximus serve. Max stood out from the other horses, showing extraordinary bravery and devotion to upholding the laws of Corona. Max’s outstanding performance among his peers led to him becoming the head honcho of the royal guard horses, an alpha male of sorts. Keeping his comrades following the orders given out by the royal guard captain.

Though his life was thrown into a bit of a loop when he encountered a girl named Rapunzel who had impossibly long hair. Maximus ended up looking after this girl and helping her to fulfill her dream of seeing the floating lanterns the King and Queen. Little did Maximus know that this girl was in fact the long lost daughter that the King and Queen had lost many years ago. And with the help of the thief Flynn Rider, Maximus was able to reunite the royal family. Oh yeah, he also stopped all the crime in Corona overnight.
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