May. 9th, 2018

IC Contact

May. 9th, 2018 05:19 pm
makebelieveavenger: (Trite but true)



♠ ALICE LIDDELL ♘

I'm not at home. ...Or not available? Either way, solicitors who need to reach me should leave a note. Or a message. Carrier pigeon, perhaps? I'll get back to them as soon as possible.



TEXTING AUDIO/VIDEO ACTION


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♠ ♣ ♦ Permissions ♕ ♘ ♙



♠ First Impressions

Ω VISUAL:
    The term ‘consumptive chic’ comes to mind - Alice is thin, sickly pale, and dressed in dull, raggedy hand-me-downs - though she's still rather pretty, with dark hair and vivid green eyes. She's the very picture of your prototypical tragic, Victorian heroine, really. She's on the disheveled side and the dark circles around her eyes give the impression she's not getting the sleep she needs, and her bony stature suggests she can't afford much as food goes either.

    Her Wonderland counterpart is a bit of a contrast, with a healthy complexion and an array of lovely dresses (though she favours the classic navy blue with the white apron), and a more assertive posture. She's never without a pendant in the shape of Ω, and she seems rather fond of black and white striped stockings and a pair of sensible leather boots. Her apron pockets are always marked with alchemical symbols that correspond to Roman gods and usually stand for whatever stage of her journey she's in. The blue dress is marked by the symbol for Eris, goddess of strife and discord, and Jupiter, a symbol of mind over matter.

♚ FASHION:

♚ DEMEANOUR:
    Alice is light on her feet. She has a habit of holding her upper right arm with her left hand, and when idle she tends to fidget. Maybe she'll rock back and forth on her heels or mess around with something. She doesn't like being unoccupied. She is definitely much more confident and assertive than she initially appears.

♚ SOUND:
    Alice has a rather posh accent, given that she was originally from a fairly well-off family in Oxford, England. Her cadence is light, feminine, and often quizzical, but she has a sarcastic streak a mile wide. Her vocabulary is surprisingly broad, given she's been catatonic since she was eight, though her fondness for poetry and the fact that her father was dean of Oxford University probably accounts for that.

    A typical conversation between Alice and the Cheshire Cat

♚ SCENT:
    Initially? Sooty.

♚ MENTAL INFORMATION:
    While Alice doesn't have any psychic 'shielding', she showed uncanny resistance to Bumby's hypnotherapy. They may also recognize that she possesses a latent psychic ability on the cusp of emerging, but not quite there yet. Her mindscape itself is vibrant - almost tangible, albeit scarred and damaged. Alice's Wonderland is comprised of many different areas.

  • The Vale of Tears is a wooded area, seeming to float in the sky. It's lush and verdant, strewn with giant dominoes and glass marbles. A stream runs through, pouring from the eyes of a number of stone statues of a weeping Alice. There are the ruins of what looks like train tracks and a station called The Looking Glass Line. The Duchess and Bill McGill (also known as Larry) make their home here.
  • Wonderland Woods is adjacent to the Vale of Tears, home to the might Antlion soldiers and the dreaded Voracious Centipede (Deceased)
  • The Mysterious East is either a sizable anthill or a mighty mountain. Size is a matter of perspective, and the origami ants that dwell here are considerably more peaceful than their antlion counterparts. The anthill is decorated with various oriental imports such as majhong tiles, pottery, delicate porcelain figures, and other paraphernalia. Truly the art here really comes to life - literally in some cases. The peaceful ants are always under attack by the vicious wasp Daimyos. Caterpillar resided here at the summit of the 'mountain' before he turned into a beautiful butterfly.
  • The Village of the Doomed is an old mining town at the edge of her psyche. It's inhabited by Torch Gnomes and is full of winding tunnels. It's less gloomy than it was but still not a place anyone would go for a vacation.
  • The Fortress of Doors is a twisting labyrinth on a floating island in a black nothingness. It houses a great library and a 'Skool' for the insane children, but it's fallen into disrepair as Alice's own education was suspended, due to being catatonic for ten years.
  • The Looking Glass Land is divided into the Red Realm and the Pale Realm, inhabited by chess pieces always in a state of conflict. The ground itself is a chessboard and should one venture here, they may just have to pick a side. And a role.
  • The Hatter's Domain is a realm of clockwork and teapots. Originally a reflection of the asylum, once the Dormouse and March Hare took over it became more and more like industrial London. Vats of scalding tea pour from openings, and strange machines are everywhere. The Mad Hatter himself is more clockwork than man, and the March Hare and Dormouse aren't much better. The mercurial hosts may have you for tea. Or maybe for tests.
  • The land of fire and brimstone is a volcanic crater, home once to the dreaded Jabberwock who is naught but dust. It's possible this land is too now.
  • Tundraful is an arctic land where fallen stars litter the icy ground. One must navigate the icy caves, littered with frozen creatures with chunks taken out of them and, oddly enough, a giant angler fish in a bottle with a chandelier as a lure. Be wary of ice snarks, and their giant brethren, however.
  • Deluded Depths are underwater and one may walk and breathe as though on land. Only ghosts dwell here now - either sailors from sunken ships, or the fishy inhabitants of Barrel Bottom who became unwilling extras in the Walrus and Carpenter's gory show.
  • Queensland must be entered via Cardsbridge - a place high above the earth where the cards fall under your feet - a tricky place to traverse. When one steps into the Queen of Hearts domain, however, it's like stepping into a tomb. The castle is crumbling, the hedge maze is overgrown, and the place is strewn with the desiccated corpses of the dead chess people and card guards. Speaking of desiccated, the flesh along the walls is dried out and mummified. As one approaches the center, however, the fleshy architecture freshens up - which isn't actually much better if writhing tentacles aren't your thing. Take care here as the Queen of Hearts may be weakened but she's still alive and she's not fond of company. "A good guest does not overstay her welcome. A perfect guest stays home."
  • The Dollhouse is a land of childhoods forcefully discarded. Though colourful, this is a pastel hellscape, a junkyard for broken toys. The buildings contain sweet cakes gone bad with bugs and the remains of childish pleas for help. The basement of the Dollhouse is deep and dark. The wood here is rough, nails and pins jut out, and glass cases display grotesque amalgamations of animal bones and doll part, strung together with wire. It's quiet, empty, save for the grinding of some mechanism that hasn't deteriorated yet, but it's only a matter of time. The Dollmaker is dead, he can never hurt anyone again. But he's left behind a legacy of suffering.
  • Ruins of the Infernal Train are hard to find, but what appears to be a train built out of cathedrals lies abandoned and decaying as the greenery of wonderland overtakes it. A sign of Alice's triumph over the Dollmaker, and Doctor Bumby.


♚ MAGICAL INFORMATION:
    Alice has no magical abilities for the time being, but magic users who can do stuff involving the psyche can also recognize the latent psychic potential from Alice if they like.


♣ OOC

♚ BACKTAGGING:
    Totally fine - I'm a slowpoke so if backtags are not your deal, just let me know so I can prioritize properly.

♚ FOURTHWALLING:
    Lewis Carrol's book is obviously a huge part of pop culture and Alice Liddell is a real historical figure, so I'm perfectly fine with character's acknowledging that. Hell, in opening sequence of the first game, we see Alice with a copy of Alice's Adventures In Wonderland, and her sister Lizzy has made a reference to a 'Mr. Dodgson' who was terrible at steering a boat, so it's likely copies of the book exist in Alice's universe. The only fourthwalling I'd not be cool with is making reference to the actual video games. Otherwise? Knock yourself out. Just be aware Alice would probably be a bit creeped out by the whole thing.

♚ PHYSICAL AFFECTION:
    I'm not opposed to it, but be aware that a major part of Alice's character is that she's very clearly not fond of being touched. It's remarked on a number of times in the second game. Given the fact that the only physical attention she's had for a good portion of her life is physical and verbal abuse from nurses and orderlies, staving off uncouth sailors and johns at her former nan's brothel, and the lingering horror over what Bumby planned for her once he erased her memories, it seems like common sense that she'd be wary of trusting others at arms length, let alone any closer.

♚ PHYSICAL VIOLENCE:
    I'm fine with most things but if it looks like she's going to get killed, I'd like to talk it over first.

♚ RELATIONSHIPS:
    I don't mind shipping with Alice. Just be aware it will be incredibly slow burn because she has some issues to say the least.


♦ Permissions

♚ OPT OUT:
    Okay so no more beating around the bush. The Alice Series deals with some pretty dark subject matter. If you want to opt out of certain subjects or the just the character all together, that's perfectly understandable and I'm happy to oblige, no questions asked. Just make a note of it here or PM me if you'd prefer to keep it discreet. So without further ado;

      The Potentially Triggering Content
      [Contains spoilers]
    • Mental Illness - Alice is a character who is dealing with a very real mental illness. She suffers from hallucinations, delusions, depression, and suicidal tendencies. While she is very much on a road to recovery, and determined to get better, that isn't saying a lot given that the treatments back then were, at best, ineffectual or, at worst, outright torture. While she's gained some closure with regards to the source of her trauma, that doesn't change the fact that she still has a long road to recovery, and she's going to be rather wary of doctors for the time being. Alice has also somewhat internalized some of societies stigma about mental illness so some of what she says about herself may come off as self-depreciating or loaded with some unfortunate implications.

    • Abuse / Rape - Alice has both endured and witnessed abuse. In the Asylum, there were both nurses and orderlies who treated her poorly, and she was subject to treatments that were more akin to torture. While working as a maid at Houndsditch Home for Wayward Youth, she was being treated by a therapist, Doctor Angus Bumby, who used hypnotism to strip his patients (mostly children) of all memory and sold them to pimps. He was planning to the same to Alice, but she was, fortunately, resistant to his therapy. It's unlikely that he ever assaulted her - reshaping her mind to his will seemed to be enough for the time being - but he did rape her older sister Lizzy and murdered her whole family to cover up his crime.

    • Prostitution - The second game touches frequently on prostitution. Alice's former Nanny runs a brothel, and there is a segment where the pimp Jack Splatter tries to recruit Alice, and another part where she has to try to defend her Nan against him.
      The trafficking of children also plays a big role in the second game as that's what Dr. Bumby is doing on the down-low.


♚ OPT IN:
    In the Alice; Otherlands shorts, Alice gains the ability to enter people's psyches. The idea of Alice's newfound ability in Otherlands is described as "Alice serving as a therapist of sorts and venture into the minds of other tortured souls throughout London to help them conquer their own psychological problems."

    I will only be using this ability with characters who sign up for it so if exploring your character's mindscape with Alice sounds like your cup of tea, please fill out the form below and reply to this post.


OPT IN

Player: [Your name]
Preferred Contact: [Discord, Plurk, E-mail, PM, anything you like]
____________

Character Name: [Character name here]
Character Journal: [personal profile] journalname
Character's Psyche This is where you get to be as creative as you want. What does the landscape of their mind look like? How does the real world and memories get filtered through their perception? What are the rules of their mind and are they warped or different from those of the real world? Are there people within it who reflect those in real life? To what degree? Fairly accurate or barely recognizable caricatures or something in-between? Likewise, are there aspects of their psyche that manifest as almost their own personalities?
Otherlands Abilities: What can your characters do in the rolling landscape of their imaginations? These may not necessarily be the same as powers they have in real-life. How do they idealize/imagine themselves? What limitations do they impose on themselves? Like the above description, this is something where you can be as creative as you like.
The Particulars: Is there any specific issue(s) you'd like to get down to tackling right away? You don't have to answer this; this just if there's something you really have your heart set on with exploring for your character.
Potentially Sensitive Content: I'm okay RPing most things. However it would be nice to be able to list any necessary content warnings ahead of time. This isn't necessary to fill out though - I have no problem with adding them in as needed.
Anything Else: Feel free to add in anything else you think may be relevant such as links, videos, images, etc.



OPT IN CODE:




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Alice Liddell

July 2018

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