The Escapists (Closed)

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The Escapists (Closed)

Postby MBRShorse » Sun Jan 01, 2012 3:43 am

Image
Six people. An airship. A mysterious note. Sounds like the making of a faerietale.

It alls begins with a contest. Five lucky winners from all over the United Kingdom of 1889 come together to board in a airship in industrial, alternate universe London. Six of them board the vessel with anticipation of the wonderful journey that is to come. Each of them are different in every way. Their dreams differ along with their fears, and each holds a special talent that not only pulls them apart but keeps them together. None of this means anything to them, though, as the climb aboard. It's only after the doors have closed behind them that things go awry.

For an airship that is to carrier its passengers on a marvelous cruise, it is remarkably void of any sort of crew. All note this as they walk through the hallways and settle in their rooms. Yet, in their self-absorption and complete trust in the society they live in, all ignore this, assuming that the crew would arrive eventually. By the time someone senses that something is amiss, however, the doors have been locked firmly behind them and the tether holding the airship is severed. In panic, the passenger's do the only thing they can think of: come together and figure out what is going on. And that's when they find the note:

Hello!

Thank you all for participating in this little experiment. Your goal is simple: open the Chest of Wonders. Only then can you escape the chains that have been placed upon you.

Have a wonderful day!


The note is simple and unsigned. The goal seems easy as well, excepted no one knew the whereabouts of the Chess of Wonders, or what it is. Thus begins their adventure. It isn't going to be easy. Difficult tasks are being asked of them, and with each turn they face many enemies. And so the question materializes and shall remain until the end: Will they earn their freedom, or perish in the bounds that keep them together?


Picture by Grimdar on Deviantart
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Re: The Escapists (WIP Do Not Post)

Postby MBRShorse » Sun Jan 01, 2012 3:45 am

Image
The Characters

The Scientist: Taken
A man that stands firmly behind science and believes that it will save them all. Whenever a problem arises, he turns to his methods and uses them to solve any issue. Having a man who understands chemicals, the human body, and other things is useful, but his dependency on science gets in his way. He ended up killing his wife for the sake of science. He swore he could save her…he swore he could….

Nightmare: Losing those he cares about.

The Writer: Taken
Anti-social, he holes himself up in his room and spends his days writing all he can about the world. His mind is full of spectacular things that he must spin into stories. He provides wonderful entertainment, and his free-flowing mind offers excellent ideas in a time of stress. But he is a lonely character, married to his work, and fearful of others and their inability to understand his thoughts.

Nightmare: Letting people in.

The Inventor: Taken
Cogs and gears are his toys. His inventions are his children. This quirky man can fix everything, and he can make just about anything. He is a truly useful man. Unfortunately, the pressure of holding up his reputation makes him short-tempered and failure is never an option. He’d rather die than fail.

Nightmare: Failing.

The Musician: Taken
Music is her life. Through the words she sings, she weaves stories and feelings. Her instruments wring the hearts of others and can change the mood in the room. It is truly incredible and makes her someone everyone wants to know. She has such skill and finesse. Yet, she lacks the emotions she creates out of the notes. Her personality is a secret, and only boredom will show her true colors.

Nightmare: Becoming bored.

The Strumpet: Taken
Her character has it blemishes. She is a flirt with an ill reputation. She never minds being the center the attention and always seeks fun. Spirits lift up a bit when she enters the room, though some become testy. She is a stowaway, after all. Though she is happy and more than willing to go all the way with anyone, she fears being tied and bound.

Nightmare: Being committed to someone or something.

The Aviator: Taken
This girl has no fear. Adventure is what she seeks, and often finds. She can fly through any sky and any weather. No craft is too big or small for her to handle. And speed is her everything. But a girl who travels so far and so fast has something to hide. Worst yet, she can never out run what is chasing her.

Nightmare: The past catching up to her.


Picture by oodanielaoo-d3beaw7 on Devinatart
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Re: The Escapists (WIP Do Not Post)

Postby MBRShorse » Sun Jan 01, 2012 3:46 am

How Does This Work?

Before you join,
please note that this RPG requires skill and creativity. It is expected that the character will have great depth and will change over time. Dedication is important. This RPG does have an ending, put players must be willing to stick it out until the end. Literacy is a must. Ideally, a few paragraphs a post is desired, though short posts are okay, but every sentence must bear weight and move the plot forward. Finally, note entire sections of the plot will be controlled by each player. If you think you are able to do all of these things, then please continue.

The basic plot of the RPG
is six people are trapped on an airship. When I say "trapped", I mean that they cannot exit the ship except at the certain, predetermined destinations they must visit to complete their task. Other than those areas, they cannot leave the ship. Thus, they must find this Chest of Wonders which supposedly holds the key to their freedom. They don't know who is making them do this, or why. All they know is that they need specific items in order to open the chest. Of course, getting these items aren't easy. There are both physical and psychological monsters and obstacles in their way. And for the record, this RPG is steampunk.

The plot is broken up into chapters.
Each chapter is centered around an event, usually the search for a specific item needed to complete the quest. Each player will be assigned one chapter which will revolve around their character, thus they get to dictate when the chapter ends, what obstacles the group must face, and how the item is obtained. This requires dedication and creativity. Thus, a player cannot abandon the RPG, or else the chapter may never end and the RPG will die. The chapters are expected to be of a considerable amount of length, thus stretch it out, allow for interaction, drama, romance, etc. And make it challenging. Give the characters something to do! If you need help with your chapter, message me and I will assist you. Note that each chapter will esentially focus on the confrontation of a certain characters "nightmare", thus that character is the only one who can recieve the item that is needed.

Descriptions and narrations will be present
in the story. I will control these items and they will appear in italic text.

Character forms are to be PMed
to me. There are only six character, and each comes with a basic outline. You are allowed to fill in the missing blanks in any way you'd like, but be sure to ensure that the personalitiy traits already listed are present. Several forms may be submitted for one certain character. In that case, I will choose the form I find suits the character the most. If a character is taken, it will be marked plainly and accordingly. Note that this is a steampunk RPG, so think Victorian.

Now, to finish with some rules:
Be sure to obey Tess' rules and keep things PG-13. Follow the guidelines above and REMAIN DEDICATED. Mild cursing is allowed, but don't go overboard. Proper grammar and spelling is a must. Be creative, throw in drama, and romance is encourage. Lastly, listen to me always.

Now, let the experiment begin!

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Re: The Escapists (WIP Do Not Post)

Postby MBRShorse » Sun Jan 01, 2012 3:47 am

The Gentlemen

Username:
kitten;

Character Selection:
The Scientist

Image

Name:
Patrick Jane

Nickname:
...Patrick? c: Some people call him Jane, though.

Age:
Thirty-one

Place of Origin:
London, England

Personality:
He's a very complex man, one that would take years to unravel, but it is easily known that he firmly believes in reality, although this is not necessarily the case. After a very traumatic incident in his life, his rational mind, the one that he had been a scientist for, had been locked away, to be replaced with a brand new personality, fitted with some new...quirks. It's as if his old personality has been locked away on the other side of a selectively permeable membrane, like he's developed as a new person, and the old one has been locked away. His old personality can comment on things that he senses, and often this is the way that he knows so many things so effortlessly--they're locked away in another mind, while he is completely free to learn new things. With his new personality, Patrick has learned deceit. He is now a con-man type persona, one that would rather steal your wallet than have a meaningful conversation with you; however, he is stopped from doing anything too drastic by his old personality. They do converse often, and Patrick sometimes appears insane when he starts talking to himself, but it's completely normal for him, or so the doctors said. His old persona is the one that provides all of the facts and figures, as well as a conscience; but his new side adds most of the rational, quick thinking and bad impulses. He is terrified of any commitment, for it could very well mean that he will lose everything he has worked so hard for. He avoids relationships, even if it means looking like a stubborn jerk to the poor woman. Losing his wife and everything he loves has made his new personality incapable of the emotion; however, his old personality would be more than happy to find a new person to live with; he would just have to learn to keep her as she is, and it makes for some very interesting shouting matches over love and affection between the two halves of Patrick. Often he is detached, as a result of the trauma; he delves into his own world and doesn't come back until somebody abruptly brings him back to the present. However, he still has a strong rationale and knows that the reality will be the best way to solve things, even if he doesn't use it often.

History:
Patrick was only twenty-four years old when he married the love of his life--the one that he was happy to see every day, talk to no matter what, and he never got bored--it seemed perfect, until she told him that she wanted a child. Annabella, as Patrick fondly called her, was usually not one for liking children--odd, but completely justified, as she had lost two of her brothers, when they were only children, to an accident--and it struck him as queer, but he wanted a child, and they tried for two years until they eventually were blessed with, as he put it, with one daughter, named Elizabeth. They were a happy family, loving and connected together that so strongly, when Annabella fell to illness, it devastated both of them. Patrick believed that he could easily save her, with a new serum he had invented for the local doctors--it had been tested on sewer rats so far, so why shouldn't it work? He also needed a human subject, and his wife presented the best option. He administered the drug to Annabella, after her consent, but the drug turned out to be no more than cyanide. She died, leaving Patrick in shreds with his equally torn daughter. It took them years to get over her death, and Elizabeth slowly succumbed to the disease that had taken Annabella's life, much to Patrick's grief. He had improved the drug over time, and even after her consent, the end result was her death.
Abandoning science, Patrick's old personality finally broke away and nestled into the corner of his mind, to be replaced with his new one--one that could at least stand a few blows before breaking down. He became the con man, the one type of person he had never wanted to be. Without mercy; ruthless and cunning, the new him. He is fully aware of what happened though, but the memories have no emotions for his new personality, only his old one. Now thirty-one, he is a completely new man, but not for the better.



Username: Magique

Character Selection: The Writer

Name:
Josiah D Hackett

Nickname:
Joe, or Si, Though he doesn’t go all out for nicknames.

Age:
34

Place of Orgin:
Harrogate, England

Personality:
Josiah isn’t your typical gentleman, a gentleman yes, but typical, he most certainly is not. He isn’t an ordinary man and although he seems far from extraordinary his stories and ideas that flow eloquently from the tip of his pen can make him seem, well... very extraordinary indeed. He’s the man who’d shuffle past you on the cobbled streets of London, desperately trying to clutch all his papers and manuscripts in his arms as he hurried past to try and reach his destination, his writing desk, but you wouldn’t even raise an eyebrow of think with the slightest curiosity who he may be. He’d just be another busy man on his way, yet his ideas practically pour from his brain in any manner possible, by writing, by speaking, or just scrawling a small sketch of a character, a sight onto paper. His creativity just cannot cease.

He seems like the perfect man, humble, interesting (well, once you know him), selfless and slightly shy. But that’s just it isn’t it. Shy. Forcing himself into social arrangements where he half-heartedly makes idle conversation with aristocrats whom he couldn’t care less about, all the while trying not to blurt out the preposterously ridiculous yet beautiful idea that he crams into his mind day after day when he no longer has the strength in his hand to write them out. He’s so involved with himself and his career, his creativity that he forgets about emotions sometimes. He will blush fervently at the slightest compliment, yet inside knowing that he cannot bear letting someone know about his mind.

Writing is his only release, the only way he can show people what happens in his head day after day and what has been happening for years, it his only way of showing people who he is, yet he is still afraid to show his works to the world or even speak his stories aloud! Oh, speaking, speech, a beautifully eloquent matter or showing your thoughts, that unfortunately he doesn’t endorse. Not only because of his shy, almost untrusting nature but his stutter. His most terrible stutter, tripping on consonants and trying to puzzle out vowels. Why does it come so easy for him as he writes, yet not as he speaks. It’s awful, such beautiful words to the eyes, yet to the ears. Oh, it is just unfortunate that such a man has such a curse. But then, it is all in his nature, his calm and endearing, yet terribly shy nature.

History:
Josiah has always written, it was his very first passion, even when he grew up as a young boy, son to a widow who worked for the smallest wage yet scraped by and housed her son in the upper room of a bakery. It wasn’t difficult for him, having no father, he’d never thought of it badly. His circumstance was his circumstance; he was more interested in the world outside his own life. What happened outside bakery doors, what happened when dreams and life collided, what happened when the age of steam provided amazing discoveries and adventures? What would happen to him in the future? Well, one young boy didn’t know the answer to these things, so spent days and days sitting in the corner, writing in countless penny books, or scraps of paper, the occasional inky drawing accompanying his work. His mother tried her best to exterminate the hobby, not entirely but so that his life was more social than it was in this current state. However she didn’t succeed. He was never a boy for the talking; maybe it was this early lack of speech that led to his impediment, his stutter. None knows or really truly cares. After all, he was just the lonely little boy, the widower’s son.

His life continued in much the same way, with the same lack of sympathy until he was around seventeen. He would apply for a job. It wasn’t high-paying, just small articles or thoughts in a local newspaper, but at least it was work. And work that he liked. However it was unfulfilling, a life of fact was not what he wished for, a life of fiction was what he was after, and by the time he was twenty, and his mother was dead, a life of writing fiction was what he got. He earned money by selling small stories, but he mainly was poor, as his mother had been before him. At least he had a house, well a room for which he could afford the rent and a type-writer too. It was from this moment forth that Josiah became the lonely writer he is now.

It was only a few months ago he applied to the competition, with the idea of maybe some more writing, publically, or just to share it with others. These were just a façade for his real motive though. The reason he entered, and the reason he was to become stuck in airship with five others, is because he wanted a friend. Love maybe. Maybe, just this once, he would be prepared to open up.

Appearance:
Josiah doesn’t look entirely unattractive, he’s not the youngest of sprites, nor is he the oldest of salts, but he is somewhere in between with still some of his youth in his looks. He has the start of a beard of his smooth freckled face, this beard he will often rub when deep in thought, bringing a smile to any in his company, the typical action of an intelligent man - stroking his beard. As you move up his face you will realise his features are not pointy, nor rounded or squished, but average and straight and humble-looking. Dark brown eyes that twinkles and wrinkle when he smiles, and fluffy brown hair that constantly looks as it does when he wakes up first thing at dawn. This is most frequently hidden by a deep brown top-hat, made by a good quality hatter. Then once finished studying the friendly face, you see the rest of his body. Slim, if slightly scrawny, but not too badly, pale skin, but not too pale, the pale you get when on the verge of catching a chill. His limbs are long and he is usually clothed in straight, neat brown trousers, with pointy black boots just poking out. On the top he often wears a crisp, fresh, startling with shirt, a tie of some sort, quite often blue, a waistcoat, patterned most usually, with a pocket watch in his left pocket, and then a dark brown long jacket over the top, and a coat if it’s particularly chilly.

Then again what do you expect from a gentleman? Aah, well done you have been paying attention. He isn’t a typical gentleman as I have said before. This is just his plain outfit, he has been known to wear aviator goggles, odd fashion statement, but more comfortable than you’d imagine. Also he often favours a wackier waistcoat, tall boots that go over his trousers, or indeed some kind of gadget that seems to be a tight metal armband, but is actually a mechanical aid to his writing.



Username: MinaQueenOfScots

Character Selection: The Inventor

Image

Name:
Robert Bingham

Nickname:
None

Age:
32

Place of Orgin:
Toulouse, France

Personality:
Robert is, to sum up his personality, rather spacey. He could be talking to someone and completely get sidetracked by the blueprints in his brain or begin to think about some great philosopher. Very forgetful, Robert will often go days without brushing his hair, or will completely forget what day or month it is, when he is in the middle of a project.When he sets his mind on something, he is very, very determined. He is incredibly easygoing if all goes accordng to plan, but when there's even the smallest snag in his plans, his stress shows through and he becomes incredibly irritable, snapping at the smallest things and growing angry with whoever questions him. He is normally quite the conversationalist, chattering on endlessly about any topic whatsoever. Usually, he'll figure out a way to include a quote in it. He rather likes showing off the quotes he has collected over the years. But other than that, he is very modest, and does not like to talk about his inventions. He is a bit socially awkward and gets oveerwhelmed around strong personalities and woman, and often starts babbling out of nervousness. While he loves talking to people, he would be perfectly happy locked in his room with some metal and nails to work with. He speaks a bit eclectically, a mix of a French accent from his parents and German from his days in a German academy, and he unconciously uses rather large words.

History:
Robert always had to fight for attention, being the youngest in a family of twelve. But, because he was the youngest and smallest, he did not often recieve it. That left him to fend for himself, usually alone. He curled up with a good book and let his imagination take hold, the fantastical realms of fiction and the methodical realms of science and philosophy compelled him. Before he attended school, he was more educated than those five years his senior, perhaps even more so. He found that the things in his books were often more interesting than people.
In time, he grew out of fiction and stuck consistantly with proven works. He began to excell in science and mathematics. His blossoming curiosity soon urged him to find more. History, mechanics, and what was already known wasn't enough for Robert, and by the age of ten he began to tinker with gears and bolts to make his own realities, his own future. Even if they were not incredibly complicated, the little working trains and things thrilled him.
But it wasn't easy to let anyone else accept that. His brothers had all gone onto great things, his sisters had married into wealthy families or made their own way. His parents were so proud of them. But little Robert, getting nowhere very quickly, working as a butcher part time to scrape by, was not like them. They had given him the best schooling possible, and he was working as a butcher. Thoroughly a disgrace. His relationship with his parents had never been good, but choosing an 'unsavory' career path and failing at it only worstened it. There were constant fights, and Robert saw only two options: Become something as an inventor and earn their love, or fail and forever be the son they didn't talk about. He ceased to butcher and spent all of his money and time on a collosal project: a newer, more efficient airship.
Robert didn't talk to his parents for a good five years while he developed it, and had to move in with one of his brothers because he could not afford rent. But he did it, eventually, and the money began to pour in, along with respect and love from his parents. People suddenly knew him, if he didn't know them, and he recieved massive amounts of praise. Once he had a taste of it, he couldn't let it go. He began to tinker around with the things he actually wanted to do, at that point, but when his mother or father would visit and see that nothing fantastical was being created, or something had failed, the looks in their eyes broke Robert's heart. He couldn't let them look at him like that, he couldn't go back to how it was. He would not be deprived again. Robert had no choice but to continue to churn out gigantic, flambouyant projects, and to make them succeed. He would do something that could kill him, if that was what it took.
Other: Picture via White_Devil on blogspot
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Re: The Escapists (Open; 5 Spots Remaining)

Postby MBRShorse » Sun Jan 01, 2012 3:49 am


The Ladies

Username: MBRShorse

Character Selection: The Musician

Image

Name:
Fidelia Jane Lightwood

Nickname:
Just Fidelia

Age:
25

Place of Orgin:
Lerwick, Scotland

Personality:
Fidelia is a difficult person to be around. She doesn't percieve the value of the emotions of others. She really doesn't see the issue with squashing others to get what she wants. The feelings of others mean nothing to her. Many emotions are illogical and fruitless, thus they must be done away with. Fortunately, Fidelia doesn't act upon these ideas. From a young age, she has been taught to consider the emotions of others and act in such a way that she doesn't offend them. She may not see the point in any of it, but she has found that a less hostile enviroment is present if she does bother to not be outwardly apathetic. Thus, Fidelia lives a lie for reasons she doesn't actually believe.

As a person, Fidelia is rather cold and distant. Her life is lived inside of her head. Her days are spent unraveling puzzling questions and organzing the myriad of notes that spin through her head. She talks to people rarely since she doesn't see the point in pointless conversations. She will even shush people if they are disrupting her thought complex process, which are like her children, if a comparison of importance is need. Only when questions are directed her way or if a conversation is deemed worthy of her attention will she speak. And when she does, be warned that she will speak logically and bluntly. She is prone to forgetting that people have feelings that can be hurt. It's something she is working on half-heartedly.

Fidelia's business and constant need to think attributes to her deepest fear: becoming bored. For most, boredom is merely an uncomfortable thing that eventually goes away with little consequence. Most people, however, aren't Fidelia. She knows what will happen if her mind grows limp and is given time to wander a little too aimlessly. She knows what will happen if a mind like that grows impatient. Everyone will become a target, an obstacle. She can't let that happen. She doesn't want to become the enemy. So, if it will save those who surround her, she will play her violin all through the night.


History:
Fidelia grew up in an upperclass family in a huge manor just outside of the town of Lerwick. Her days were spent locked away in a class room with a governess teaching her a myraid of things she hardly cared about. It was at this young, and tender age that she discovered the dangers of her boredom. It all started out with her gauging out the wood of her desk, which eventually led to her carving out the skin of her arms and legs, of which scars still remain. She was about to move on to her governess, figuring it would be interesting and fun, but her young, child-self was stopped by the adult. Her parents were quickly alerted of their childs strange, "demonic" ways. Doctor's and priests were sought after. None of them knew what was wrong, but one did notice the connection between the violence and the boredom. Thus, Fidelia's new life began.

Her parents did everything they could to stimulate their strange child. They taught her instrument after instrument, giving her new songs and new challenges. If those prove to bore her, they gave her brain-teasers or books. Anything she found interesting, they gave to her. Thus, her mind was opened to a myraid of things and she became a well-learned child. Meanwhile, her mother did her best to cure her of her apathetic ways. A point was eventually reached where her mother was simply working to disguise her childs ways instead of changing them. Mirculously, she managed to accomplish this task, for the most part.

Fidelia grew into a beautiful, young woman sought after for her musical prowess. She traveled the kingdom with various ochestra's to keep herself busy. And if she learned a song too well, she'd teach herself how to play it while thinking of something completely different. Alas, though, even that exercise became dull. So when she returned to her home in Lerwick, she entered the contest in hopes of something new for her mind to explore. She may have recieved her wish, and more.

Other:
She detests gears, mechianisms, and goggles. The only industrial thing you'll see on her is possibly a pocketwatch.

Photo from Deviantart. I will post the author's name once I find them again.



Username: Ashwyn

Character Selection: The Strumpet

Image

Name:
Arielle Miriam DeLaney

Nickname:
Elle, Ari, Miri

Age:
23

Place of Orgin:
London, England

Personality:
Arielle has always had a thirst for love, being neglected as a child she sought it in all the wrong places. This lust for romance has shaped her as a person and her personality. Arielle is more or less used t getting her way, using flirtatious looks or sultry language she is an expert manipulator of men, however when it comes to women Arielle is sorely lacking. Her diminutive knowledge of how Society is "supposed" to act, not to mention her rather brazen attitude towards men, have made her a prime target for the scorn and verbal abuse of other women. With that being the case Arielle has lacked a woman's touch in her life, thus relying on her own wits and what she sees around her to learn what social niceties she can. Though she'd never admit it this scorn has wounded her deeply, though she knows that in their minds its well deserved all she ever really wanted was a mother who loved her. So the constant nasty looks and whispers behind her back she receives continues to damage her somewhat fragile psyche.

Apart from the "well-known" part of her personality that circulates on her strumpet status, Arielle actually has an incredibly soft spot for animals and children. She absolutely adores them, if she could she'd adopt all the orphans and street urchins of England and give them a loving home, this rather unexpected side to her personality has never really been exposed to other human beings, since Arielle has a deep distrust of other people, believing that everyone is out to look out for themselves and no one else. Her rather gentle, albeit not well-understood, soul is a constant point of consternation for her, she wants to be strong and cold, not soft, caring, and compassionate. With that being the case I suppose you could say that Arielle is something of an anomaly, a strumpet who wants to be loved but is too frightened of being hurt to pursue that, turning to her promiscuous activities instead.

In-so-far as her typical attitude goes Arielle is somewhat quiet and reserved, she's generally an observer, this is due mainly to the need for a Strumpet to be cautious about who to accept as customers, and thus a special attention to characteristics are in order, something she excels at. When the situation calls for it or Arielle feels she needs some attention, she can be a commanding presence, in part because she is very poised and has learned how to attract the attention of a room of people, but also because of her gentle nature, which tends not to be pinned down as the source of her intrigue by most people, but its there, just below the surface a soft-spoken and kindly attitude and mannerism that draws men to her like flies to honey. Though it isn't really who she is Arielle also tends to act sarcastic, flirtatious, and teasing when in a social setting. On her own though she's generally inverted and pensive, with a keen intellect that very rarely shines through with the exception of when she's on her own.


History:
Arielle was born into a merchant family in Nottingham, remarkably she was an only child, and her parents were getting very old. Her mother's pregnancy had been considered highly unusual and remarkable considering her age, however there was no rejoicing at Arielle's birth. Soon after her mother fell ill, her body unable to cope with a birth at her age, she was sickly for the first five years of Arielle's life before she finally succumbed to her weakness and died. Arielle's father blamed her for the death of his wife, and never let Arielle forget what a worthless child she was. This scarred the sensitive young girl deeply, and it wasn't long after her 13th birthday that she began looking for someone who could soothe her wounded soul. So it was that the girl met Avrille PerDeea, an owner of a rather infamous brothel, the sharp-eyed woman saw the lovely and lonely Arielle as a quick ticket to money, since her patrons payed highly for virile, beautiful, young girls. Thus it was that Arielle found herself living the life of a prostitute, being labeled a strumpet and being cut off completely from her unloving father.

At 15 Arielle found she could no longer live in the same town as her father, more than that the attention of a certain man had been turned on her, he was sweet and kind, offering her an out from the world of selling her body. However Arielle no longer trusted or believed in anyone but herself, and she knew that she couldn't bear it if it turned out he really wasn't looking out for her best interests. Knowing she could no longer stay in Nottingham the fifteen year old fled to London, where she was quickly drafted into another brothel. She worked there until she was seventeen and then decided to try her luck on her own. Not surprisingly she did fantastically well, already being considered highly beautiful her manipulative ways and sugary tongue had little trouble seducing wealthy men. Arielle was tiring of this lifestyle though, she wanted love and a family, however her fear of commitment prevented her from pursuing this dream. And so when she heard about the contest and ship Arielle felt she had finally discovered a way out of her miserable life. She stowed herself aboard and now waits breathlessly to see what her future holds.




Username:
Raella

Character Selection:
The Aviator

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Name:
Arrabelle Joan Kaylock

Nickname:
Belle

Age:
22

Place of Orgin:
London, England

Personality:
Arrabelle is fearless. Fearless and curious; quite a potent mix for a young adventurer. Nothing daunts her, not pirates, not lightning storms, nothing. Or so it would seem. Despite her strength and iron resolve, there is unrest in her core. She will often bury herself in adventure and mischief, looking and feeling free as a bird. But in her heart of hearts, Arrabelle knows that it is just an elaborate illusion.
The hurt can be easily covered or forgotten for a while, however, and her outward appearance is far from gloomy. Belle enjoys everything a boy would; drinking, gambling, roughhousing and such. When provoked, she can use language that would make a sailor blush. She's very charasmatic as well, making her an expert at haggling and debating, and seems to have a smart reply to almost everything someone could say.
Arrabelle is not a scoundrel, despite her interesting idea of a good time. She's honorable and responsible, all around a good captain. But there's something 'untouchable' about her; she's aquainted with most everyone, but doesn't have friends. Anybody who tries to get into her heart will quickly find a closed door.

History:
Death seems to follow her wherever she goes.
Arrabelle is an orphan; her parents died when she was just a baby, and she was raised by her kindly grandparents. However, they died of old age when she was six, and with no living relatives left, young Arrabelle was sent to an orphanage. An aviator by the name of Jonah Kaylock addopted her almost immediately after she was commited to the orphanage, and from him she gleaned her gambling prowess and coarse vocabulary. Their relationship wasn't so much a conventional 'father and daughter' dynamic, rather, they were the best of friends. As she grew older, Jonah taught her how to pilot an airship. Belle showed a natural excellence for it, and could control almost any airship by fourteen.
On one of their outings, however, heavy stormclouds gathered above the Black Gold, Jonah's prized airship. Jonah took the wheel and tried to steer them to safety, but the ship was tossed about like a toy by the turbulance. Jonah was struck on the head by a piece of loose machinery and slumped to the floor, brareley breathing. It was then that sixteen-year old Arrabelle sat in the pilot's seat. The ship dipped dangerously close to the ocean.
She knew that the ship was going down. There was nothing more she could do, and the only thing left was to grit her teeth and abandon ship. The crew had taken all the escape vessels, all but a single one-person capsule.
Arrabelle ran back up to the cockpit, by now halfway submerged. Franticly, she searched for Jonah, but his body was nowhere to be found; the only thing left of him a pair of goggles snagged on a tangle of wires. Water was pouring in, and there was nothing more she could do. Grabbing the goggles, she struggled down the stairwell, falling foreward as the airship hit the water with a violent shudder. All the lights went dark.
She climbed into the lone escape vessel and with trembling hands pushed the button to eject. Belle could only watch as the Black Gold sank, and grieved for the loss of her only friend, Jonah Kaylock, the captain that went down with his ship.

Other:
To this day, Arrabelle blames herself for not being able to find and save Jonah. She changed her middle name to Joan and took his last name when she turned eighteen.
Last edited by MBRShorse on Tue Jan 03, 2012 11:05 am, edited 2 times in total.
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Re: The Escapists (Open; 5 Spots Remaining)

Postby MBRShorse » Sun Jan 01, 2012 4:30 am

Bump! We already have some with a near ready form for the aviator position!
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Re: The Escapists (Open; 5 Spots Remaining)

Postby kitten; » Sun Jan 01, 2012 4:42 am

    {{ Would you mind if I switched the gender of one of the characters? c: }}
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Re: The Escapists (Open; 5 Spots Remaining)

Postby MBRShorse » Sun Jan 01, 2012 4:51 am

(I'd rather you not since I wanted to keep the genders even. Sorry!)
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Re: The Escapists (Open; 5 Spots Remaining)

Postby MBRShorse » Sun Jan 01, 2012 5:27 am

Bump! A possible inventor is coming our way!
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Re: The Escapists (Open; 5 Spots Remaining)

Postby MBRShorse » Sun Jan 01, 2012 6:47 am

Bump
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