PLAYER INFO
Player Name: Cloude
• Player Contact: Discord @ nearlyrealized |
babybananas | or PM!
• Player Age: 30+
• Permissions: We ask that all players fill out a permissions form for both OOC/IC. Link it Here.
CHARACTER INFO
• Character Name: Michonne Grimes
• Character Age: 45ish
• Character Canon: The Walking Dead: The Ones Who Live
• Canon Point: Mid-way through TOWL episode 2, before finding Rick.
• Character History: Wiki link
• Character Personality: Provide information about their personality, both negative and positive aspects — with three of each. Give examples of how they've behaved this way. You do not need to provide an essay, but please submit enough to give a feel for the character.
— Strength: Michonne is physically strong, yes. She conditions herself, takes advantage of the resources she has, and keeps her body agile. More importantly, or at least as important, is her strength of mind. When the world ended, she lost her toddler son and boyfriend, then the rest of her family one by one. She did let that break her for a little while, but not forever. She couldn't stop going, and her mental strength fortified her into the woman she needed to be in order to survive. When the first woman she'd started to let herself feel safe with dies, and her group's settlement is invaded, she nearly lets the losses break her. She leaves the group (and Rick) behind, but instead of staying on her own forever as she intended, she tracks down the small family she'd started to become a part of and slowly lets them into her heart. She's strong enough to accept that she might lose them, and takes the risk anyway. Eventually, she does lose another son, then she loses her husband, but she stays strong for their daughter, and the child Rick never had the chance to know existed.
She never lets what has attempted to break her mentally, grind her down. In fact, more than once in the face of loss, she has become stronger and more determined to beat the odds or reverse her own fate by brute force. When everyone believes Rick is dead after an explosion, she never stops looking for him because no one ever found his body. She holds onto that as proof he's alive, even years later. When she feels like giving in to those saying he's gone for good, she's always able to dig deep and tap into the strength she has in her belief he's alive. She always finds a way to keep going, to keep surviving another day.
— Courage: In order to survive in the world she lives in, Michonne has to be brave, and she has to have the courage to fight for herself, for her beliefs, and for the people she loves. She has faced incredible odds and will again, especially if it means she's protecting her family. Even at her most terrified, if she feels what's at stake can't be lived without, she will rise to the occasion. When she's afraid, she's good at hiding it and pretending she isn't, if that's what it takes to build up the overall communal bravery to fight whatever might be coming to attack home.
For some people, it takes more courage to stand up for what they believe in than it does to go up against the dead, but Michonne displays the courage necessary to stand by what she believes is right. It does turn a bit extreme when she refuses to admit new people into Alexandria; there was an incident after letting someone in that she thought she could trust, and that person kidnapped all the children in an attempt to train them to be killers. After that, as a leader and protector of the community, Michonne believes she's right to rarely let anyone in, and she's brave enough to stand up against friends who think she's wrong to continue holding the stance years later.
It also takes courage to admit being in the wrong, and while she's not usually so wrong that she needs to apologize to anyone, if she does cross a line, she'll apologize face to face and sincerely. Her courage eventually circles back and ties into the first personality trait, her strength of character.
— Independence: This can slide into isolation, which will be covered in the three negatives. But when it's a positive, Michonne is able to go on missions and supply runs alone because she is one of, if not the most capable of the surviving group. She does not need to be told what to do and when to do it. In fact, if she sees that someone is either not getting something done, or can't figure out what to do, Michonne will take matters into her own hands. When she discovers evidence that Rick is indeed alive and all of her searching for eight years hasn't been for nothing, she takes off on her own, on a solo mission spanning hundreds of miles to get to him.
When she very briefly works with the CRM (a new-world government 'here to help,' that had awful ulterior motives), she's told to stay back when a walker horde begins to grow out of control. But when she sees her commanding officer is stuck, she disobeys and independently decides to clear the horde herself. She's good at clearing on her own in general, and has been known to go in alone ahead of a group when a house or small building needs going through. Mentioned briefly above, this last positive trait could also easily have been 'capable.' She can do what needs to be done, either in a group or on her own.
— Distrust: After everything that Michonne has been through, it isn't that she has ALWAYS been distrustful: the changed world made her that way. Her gut instinct is always on high alert, and at times it seems like she can't turn that off. Her distrust of strangers has saved her life more than once, however, blanket distrust has definitely doomed others. People looking for refuge in Alexandria were turned away more often than they were brought into the fold. It isn't until her daughter Judith rescues a group of 5 strangers on her own that Michonne is forced to see she's being way too harsh.
Distrusting the wrong person or group of people can lead to lost connections, or a lost supply source. It only takes one incident to see the strangers Judith argued for, are a huge asset when it comes to fighting and tracking. If Michonne had allowed her distrust to prevail, they wouldn't have had an archer and strong fighters and trackers when she needed them. She has had a difficult time flipping the distrust off and on; it seems for everyone she trusts, two liars or manipulators come up behind them. As such she'd rather be overly cautious and hurt feelings by believing everyone has a reason to hurt or take from her until proven otherwise. The process of of getting Michonne's approval can take a very long time. That said, if you earn it, it means something.
— Isolating: When things get bad for Michonne, when she is overwhelmed and she feels as though she's losing, she will disappear. She tends not to tell anyone where she's going in an attempt not to be found. After her son and boyfriend were killed, Michonne didn't bother to find another group, didn't speak, and didn't do anything other than kill the dead. When she thinks Rick might still be alive but lost, she goes out alone as often as she can get away with it while juggling Judith, and then RJ. Sometimes she allows someone to accompany her, but most of the time she pushes away, not wanting anyone's comfort or pity.
Now, she has kids and can't simply run, but the urge is still there, and without a reason to stay put in one spot, it will take time to pull her out of her self-imposed isolation. She won't trust anyone, and in her opinion, it's best to stay alone when you're the only person you can trust. After letting the wrong person into the group, resulting in Judith's kidnapping, in the aftermath, Michonne closes herself up in her home with her daughter, staying in the moment of the mistake. This circles back to her distrust and why it's so strong, but it's also an example of the way she retreats when she makes a mistake as well. Rarely does she want to talk out her feelings with someone, she would much rather be alone until her feelings have turned into something more managable.
— Emotionally guarded: Because it takes so much to build that trust with someone, Michonne can come across as very guarded and protective of herself and her feelings. She never wants to appear weak to anyone, so to most, she likely comes across as aloof and self-absorbed. She rarely lets anyone know how she's truly feeling, especially if she's afraid for any reason. When she does let someone in, she will often give away pieces of herself a little at a time, as if waiting for some other shoe to drop.
This can cause people to be afraid to approach Michonne based on quiet intimidation and has led to delayed bonds with others. It hasn't kept her from making friends, but it might take longer than it actually has to, to become close. To be fair, Michonne has lost a lot of people she's loved: two sons, her parents, her siblings, a lover, and now a husband. Not to mention the countless friends who've been killed during the decade-plus she's survived the end of the world. Her emotions are beyond frayed, so she has a right to be guarded. But there is a balance, and she hasn't quite figured that out yet.
She's going to have an interesting time with all of these traits combined, in a place where no one knows her, or particularly cares what kind of world she comes from. She'll have to figure out who to trust and let in; she's better at recognizing she shouldn't be alone for long but she's also never been pulled out of her world before and into a different one.
• Character Skills: Does your character have any particular skills that might help them in game? Maybe they have knowledge of firearms, carpentry, fishing, maybe foraging or how to make clothes. List them here in bullet-point form:
• expert swordsmanship
• fighting and hand-to-hand combat
• survival skills
• stealth and infiltration
• strategy
• leadership
• Character Inventory: Characters may bring THREE items with them. These can be items a character owns, but might not happen to have on their person when they are brought to this world. They may bring tools they may already own to help them survive, or cherished personal items. The clothes they're wearing do not count as a slot, but if they have really good winter coat at home, that would count as a slot.
— ITEM ONE: katana in its sheath
— ITEM TWO: walkie-talkie
— ITEM THREE: iPhone sketch of her and Judith with Rick's name and the message 'believe just a little longer.' allegedly, according to the TWD writers.
• Important Notes: N/A
• Writing Samples: Players must provide TWO prose writing samples. These both must be log threads. Due to the fact there is no network in this game, 'network' or 'texting'-style threads will not be accepted.
— SAMPLE ONE: Here
— SAMPLE TWO: Here
Player Name: Cloude
• Player Contact: Discord @ nearlyrealized |
• Player Age: 30+
• Permissions: We ask that all players fill out a permissions form for both OOC/IC. Link it Here.
CHARACTER INFO
• Character Name: Michonne Grimes
• Character Age: 45ish
• Character Canon: The Walking Dead: The Ones Who Live
• Canon Point: Mid-way through TOWL episode 2, before finding Rick.
• Character History: Wiki link
• Character Personality: Provide information about their personality, both negative and positive aspects — with three of each. Give examples of how they've behaved this way. You do not need to provide an essay, but please submit enough to give a feel for the character.
— Strength: Michonne is physically strong, yes. She conditions herself, takes advantage of the resources she has, and keeps her body agile. More importantly, or at least as important, is her strength of mind. When the world ended, she lost her toddler son and boyfriend, then the rest of her family one by one. She did let that break her for a little while, but not forever. She couldn't stop going, and her mental strength fortified her into the woman she needed to be in order to survive. When the first woman she'd started to let herself feel safe with dies, and her group's settlement is invaded, she nearly lets the losses break her. She leaves the group (and Rick) behind, but instead of staying on her own forever as she intended, she tracks down the small family she'd started to become a part of and slowly lets them into her heart. She's strong enough to accept that she might lose them, and takes the risk anyway. Eventually, she does lose another son, then she loses her husband, but she stays strong for their daughter, and the child Rick never had the chance to know existed.
She never lets what has attempted to break her mentally, grind her down. In fact, more than once in the face of loss, she has become stronger and more determined to beat the odds or reverse her own fate by brute force. When everyone believes Rick is dead after an explosion, she never stops looking for him because no one ever found his body. She holds onto that as proof he's alive, even years later. When she feels like giving in to those saying he's gone for good, she's always able to dig deep and tap into the strength she has in her belief he's alive. She always finds a way to keep going, to keep surviving another day.
— Courage: In order to survive in the world she lives in, Michonne has to be brave, and she has to have the courage to fight for herself, for her beliefs, and for the people she loves. She has faced incredible odds and will again, especially if it means she's protecting her family. Even at her most terrified, if she feels what's at stake can't be lived without, she will rise to the occasion. When she's afraid, she's good at hiding it and pretending she isn't, if that's what it takes to build up the overall communal bravery to fight whatever might be coming to attack home.
For some people, it takes more courage to stand up for what they believe in than it does to go up against the dead, but Michonne displays the courage necessary to stand by what she believes is right. It does turn a bit extreme when she refuses to admit new people into Alexandria; there was an incident after letting someone in that she thought she could trust, and that person kidnapped all the children in an attempt to train them to be killers. After that, as a leader and protector of the community, Michonne believes she's right to rarely let anyone in, and she's brave enough to stand up against friends who think she's wrong to continue holding the stance years later.
It also takes courage to admit being in the wrong, and while she's not usually so wrong that she needs to apologize to anyone, if she does cross a line, she'll apologize face to face and sincerely. Her courage eventually circles back and ties into the first personality trait, her strength of character.
— Independence: This can slide into isolation, which will be covered in the three negatives. But when it's a positive, Michonne is able to go on missions and supply runs alone because she is one of, if not the most capable of the surviving group. She does not need to be told what to do and when to do it. In fact, if she sees that someone is either not getting something done, or can't figure out what to do, Michonne will take matters into her own hands. When she discovers evidence that Rick is indeed alive and all of her searching for eight years hasn't been for nothing, she takes off on her own, on a solo mission spanning hundreds of miles to get to him.
When she very briefly works with the CRM (a new-world government 'here to help,' that had awful ulterior motives), she's told to stay back when a walker horde begins to grow out of control. But when she sees her commanding officer is stuck, she disobeys and independently decides to clear the horde herself. She's good at clearing on her own in general, and has been known to go in alone ahead of a group when a house or small building needs going through. Mentioned briefly above, this last positive trait could also easily have been 'capable.' She can do what needs to be done, either in a group or on her own.
— Distrust: After everything that Michonne has been through, it isn't that she has ALWAYS been distrustful: the changed world made her that way. Her gut instinct is always on high alert, and at times it seems like she can't turn that off. Her distrust of strangers has saved her life more than once, however, blanket distrust has definitely doomed others. People looking for refuge in Alexandria were turned away more often than they were brought into the fold. It isn't until her daughter Judith rescues a group of 5 strangers on her own that Michonne is forced to see she's being way too harsh.
Distrusting the wrong person or group of people can lead to lost connections, or a lost supply source. It only takes one incident to see the strangers Judith argued for, are a huge asset when it comes to fighting and tracking. If Michonne had allowed her distrust to prevail, they wouldn't have had an archer and strong fighters and trackers when she needed them. She has had a difficult time flipping the distrust off and on; it seems for everyone she trusts, two liars or manipulators come up behind them. As such she'd rather be overly cautious and hurt feelings by believing everyone has a reason to hurt or take from her until proven otherwise. The process of of getting Michonne's approval can take a very long time. That said, if you earn it, it means something.
— Isolating: When things get bad for Michonne, when she is overwhelmed and she feels as though she's losing, she will disappear. She tends not to tell anyone where she's going in an attempt not to be found. After her son and boyfriend were killed, Michonne didn't bother to find another group, didn't speak, and didn't do anything other than kill the dead. When she thinks Rick might still be alive but lost, she goes out alone as often as she can get away with it while juggling Judith, and then RJ. Sometimes she allows someone to accompany her, but most of the time she pushes away, not wanting anyone's comfort or pity.
Now, she has kids and can't simply run, but the urge is still there, and without a reason to stay put in one spot, it will take time to pull her out of her self-imposed isolation. She won't trust anyone, and in her opinion, it's best to stay alone when you're the only person you can trust. After letting the wrong person into the group, resulting in Judith's kidnapping, in the aftermath, Michonne closes herself up in her home with her daughter, staying in the moment of the mistake. This circles back to her distrust and why it's so strong, but it's also an example of the way she retreats when she makes a mistake as well. Rarely does she want to talk out her feelings with someone, she would much rather be alone until her feelings have turned into something more managable.
— Emotionally guarded: Because it takes so much to build that trust with someone, Michonne can come across as very guarded and protective of herself and her feelings. She never wants to appear weak to anyone, so to most, she likely comes across as aloof and self-absorbed. She rarely lets anyone know how she's truly feeling, especially if she's afraid for any reason. When she does let someone in, she will often give away pieces of herself a little at a time, as if waiting for some other shoe to drop.
This can cause people to be afraid to approach Michonne based on quiet intimidation and has led to delayed bonds with others. It hasn't kept her from making friends, but it might take longer than it actually has to, to become close. To be fair, Michonne has lost a lot of people she's loved: two sons, her parents, her siblings, a lover, and now a husband. Not to mention the countless friends who've been killed during the decade-plus she's survived the end of the world. Her emotions are beyond frayed, so she has a right to be guarded. But there is a balance, and she hasn't quite figured that out yet.
She's going to have an interesting time with all of these traits combined, in a place where no one knows her, or particularly cares what kind of world she comes from. She'll have to figure out who to trust and let in; she's better at recognizing she shouldn't be alone for long but she's also never been pulled out of her world before and into a different one.
• Character Skills: Does your character have any particular skills that might help them in game? Maybe they have knowledge of firearms, carpentry, fishing, maybe foraging or how to make clothes. List them here in bullet-point form:
• expert swordsmanship
• fighting and hand-to-hand combat
• survival skills
• stealth and infiltration
• strategy
• leadership
• Character Inventory: Characters may bring THREE items with them. These can be items a character owns, but might not happen to have on their person when they are brought to this world. They may bring tools they may already own to help them survive, or cherished personal items. The clothes they're wearing do not count as a slot, but if they have really good winter coat at home, that would count as a slot.
— ITEM ONE: katana in its sheath
— ITEM TWO: walkie-talkie
— ITEM THREE: iPhone sketch of her and Judith with Rick's name and the message 'believe just a little longer.' allegedly, according to the TWD writers.
• Important Notes: N/A
• Writing Samples: Players must provide TWO prose writing samples. These both must be log threads. Due to the fact there is no network in this game, 'network' or 'texting'-style threads will not be accepted.
— SAMPLE ONE: Here
— SAMPLE TWO: Here