(no subject)
Jul. 17th, 2016 07:46 pmOUT OF CHARACTER
Player Name: Dee.
Are you 16 or older: Yes.
Contact:
buttboobs
Current Characters: n/a.
Tag: clementine
IN CHARACTER
Name: Clementine
Canon: The Walking Dead (Telltale Game).
Canon Point: S2E5 - ending up alone with AJ after killing Kenny and abandoning Jane.
Age: 11
History: Wiki
Personality: At the beginning of the apocalypse, Clementine was a much more polite and quieter little girl. Primarily, she was innocent, inexperienced and unused to anything harsher than getting into a bit of bother with her parents. But the years spent in a world where "walkers" (zombies, basically) run rampant have hardened her significantly. By the time she's eleven - the canon point I'll be taking her from - she'll be very different to that little girl; she’s still somewhat reserved, but the innocence that came along with it has been diminished almost completely. She's bitter, jaded and far less quick to trust and befriend others. The cause of this hardened outlook is primarily related to the losses she’s suffered. Clementine has lost a lot of people over the last few years. Her parents, first of all; she remained hopeful that they might be alive until she finally witnessed them as walkers for herself. Clementine was left an orphan, but she did have her guardian and best friend, Lee. However, soon afterwards she lost him too, and she still feels hugely responsible for his death. Her friend Omid, who was with her and help taking care of her after Lee died, also died - someone else she feels responsible for.
Guilt plays a large part in Clementine's personality. She feels very guilty for many of these deaths, especially Lee's. She believes herself responsible for the reason Lee got bitten, as he was looking for her after she’d run off when it happened. She was also the one who had to put him out of his misery in the end and shoot him. It is something that they both saw as necessary, as the only other option was to let him turn, but she still feels responsible for what she had to do to him. She still pulled the trigger, and it's not something she'll forget any time soon. In addition, at the very beginning of the second season, one of her new guardians and her friend, Omid, is shot by someone else with the gun that belonged to Clementine. Yeah, this all gives her a whole lot of survivor’s guilt. She's seen outwardly blaming herself for Lee's death, in particular, to Luke and then to Kenny. She always sounded full of regret, as well as loss, whenever she spoke of Lee.
Clementine is a survivor with a very determined streak. She’ll fight with all her might to stay alive and keep going, even when others around her have given up. This is something she most likely got from her time with Lee, who shared much the same qualities. She will also try and convince others not to give in, shown in the second episode of the second season when she tries to convince Nick to stop moping and not give in to the walkers. She’s very determined to keep on surviving, to carry on no matter what. She even (briefly) considered stopping at Carver's camp because of how much food they have there. In many ways, it's something she feels she owes to Lee - to keep on living no matter what, after all he did to save her at the end of his life. She'll sometimes go as far as being manipulative to keep herself alive, as shown when she spoke to Alvin in the window when she was trying to get medical supplies from him. She'll take enormous measures to keep people in her group alive too - Clementine can go as far as to chop off Sarita's arm to keep her from turning into a walker. She had a few seconds to decide, but she didn't hesitate when it came to it. Because she knew that Sarita's chances of survival were higher that way. That's just how things are now.
She will now steal with few moral reservations as well. She stole medical supplies to stitch up a dog bite that desperately needed medical attention - though, these people she stole from had just locked her in a shed because they thought it was a walker bite. She felt a little frustrated and betrayed by them and had few reservations about taking what she needed from their house. She also doesn't mind stealing food from others now - it's necessary to survive, even if the camp she's raided might have people coming back. The player also has the choice of letting Clementine steal medicine from someone begging her not to. Whether or not the player chooses to do this, Clementine is obviously very tempted either way, and not at all quick to say no. This is a far cry from the girl of two years previously, who insisted on not stealing supplies in case the owners came back. Her morals have shifted significantly since we first saw her, and she's become more jaded and somewhat less sympathetic, more selfish, in the process.
Clementine has learnt that surviving also often means not trusting yourself completely in others. She has trusted Christa over the past sixteen months, as an ally and as a friend, and now she has grown to trust the members of her new group a little more. But it takes definite time and there's no way she is 100% faithful in all of them. People are often more dangerous than walkers in the world she's been living in, something she's found out the hard way. She'll trust Kenny and Luke with most things, but there's no one she trusts more than herself when it comes down to it. As well as trusting others, caring for others in general is something she's grown somewhat detached from. That isn't to say she doesn't care at all for other people - she definitely does. But she doesn't like to get too close to others. She got very close to Lee; he was like a second father to her, and look what happened there. In the end, she knows that everyone is going to die, sooner or later, and she doesn't like getting attached to people for the hurt it'll bring afterwards. Despite this, she does still see Luke, Kenny, Jane, Bonnie, Mike and Christa as her friends. She cares what happens to them, despite herself, and is very loyal toward them. She just has to tell herself not to get upset when they inevitably (for her) end up dying.
Clementine wouldn't have been able to get as far as she has gotten in the world without some smarts and intuition on her side. She's had help from others, no doubt about that - first from Lee, then Omid and Christa, then her new group. But she's had to figure things out for herself too, and countless times she is the one put forward by the rest to do the serious, kind of dangerous tasks that require her to think on her feet. She'll often use her surroundings to her advantage, which is an especially useful tactic when fighting off walkers. And necessary when you consider how much smaller she is compared to many of the adults; she's had to learn to adapt in this way. Whether it's using walkers to push toward humans or using objects to fend off either walker or human, she'll manipulate things around her to her advantage. She is curious too, she explores - though not too much. She's smart enough to know when and when not to stick around in places, or when not to explore at all, especially when she's by herself. Everything is about survival now, after all.
Though still rather quiet, Clementine has grown more confident over the last few years. She's far more likely to speak up about survival plans than she was in season one, as seen at the beginning of season two, when she gives her opinion on her plans with Christa. And then when she gives her opinion on plans to escape Carver's camp to Kenny and the others. She tends to talk to herself now too, a lot like Lee did in season one. Which is a lot to do with her now being the main playable protagonist, yes, but also shows how lonely she's begun to get, how much she does still want reassurance, even if it's just reassurance from herself.
Clementine is eleven, but has grown up significantly over a two year period. She's had to learn things that most people will never learn, and do things that most grown adults would shy away from. A lot of the changes she's gone through aren't easy and aren't something that makes her easy to get along with, but they were necessary to survive. She's a jaded and bitter survivor, a bit more prone to anger, far more realistic than optimistic now. She still believes there's good in others though, even if she's not always up for waiting to find out.
Contracts: Clementine wouldn't exactly trust anyone on the ship, or what they're saying, but she would rather take her chances on this ship than wander around a planet she doesn't know. She has mixed feelings about being able to get back home too, part of her not wanting to go back at all. It's a place where her friends and family are all dead, and she has nothing but bad memories. But another part of her remembers AJ, the baby she was supposed to protect. As the hours and days pass she'll quickly believe him to be dead, but part of her will still feel that it's her responsibility to at least find out.
Abilities/Skills: Clementine is a human 11 year old from the 21st century and has no supernatural abilities. However, she’s spent the last two years in a zombie apocalypse and has learnt a lot of survival skills from this experience. Some simple things — how to light a fire and cook hunted meat - as well as other useful things, like how to shoot a pistol, namely to save herself from walkers. She’s intuitive and smart, especially for her age. She has basic first aid and medical knowledge, knowing how to treat and sew up an open wound.
Strengths/Weaknesses:
Strengths
• Clementine is pretty smart, especially for her age. Not academically (she hasn't been able to go to school since she was eight, after all), but in terms of using her own wits, intuition and surroundings to her best advantage. She's a thinker, and she can help with ideas and plans - of attack or otherwise.
• A survivor, Clementine is very determined and stubborn. She rarely gives up.
• She's loyal to those who get on her good side and end up close to her.
Weaknesses
• Clementine is loyal... but she's also not afraid to cut someone lose if she thinks they're dangerous or betray her/the people she's close to in some way.
• There's no getting around the fact that this is an eleven year old kid. A skinny, malnourished eleven year old; she's not as strong as an adult at all.
• She can kind of be an asshole if she doesn't like you.
• Her survivors guilt could fill an ocean.
Items:
• One hand gun.
• One hand axe.
• Clothes on her back (jeans, t-shirt, jacket, shoes, hat, etc).
• She's also covered (jacket, jeans and face) in blood and guts from a dead body, so she'll be pretty smelly.
SAMPLES
Network Sample: link
Prose/Action Sample:
Clementine has had to adpt to a lot over the years, losing everybody she's ever cared about, trying not to die herself. She's never accounted for anything like this though. Sometimes at night, when she was trying to sleep on the dirty floor of the woods, when it was actually quiet, and still - not... safe, but with some illusion to it, she'd look up at the stars and make believe. Pretend. Like she could just fly away from here. It wasn't something she'd done in a long time, not since Omid had died, and she'd always felt dumb whenever something - Christa, Omid, walkers or bandits - nudged her back into the cold reality.
But now. Now it's real. One minute she's clinging to AJ, walking through the dead, then she's far, far away.
AJ. It's been hours now since she got sucked up into - this. Even leaving a baby alone for hours before the world went wrong was a bad idea. Now though? Last thing she remembered before waking up here, she'd been in a herd of walkers. If she just disappeared... there was no one to save AJ. She knows that. But she also knows that she's got to try and find out, right? It would make her even more of a horrible person if she didn't.
Whatever this is. Whatever she'd been brought to, it had really crappy timing.
Clementine wanders into the observatory deck eventually, deserted but for one or two people. She watches the stars, so different to how they looked while she was lying on her back in the middle of the woods years ago. "I wonder how far away Earth is," she murmurs, mostly to herself. How far away the walkers are, her dead friends, and the baby she was supposed to be responsible for.
Are you 16 or older: Yes.
Contact:
Current Characters: n/a.
Tag: clementine
IN CHARACTER
Name: Clementine
Canon: The Walking Dead (Telltale Game).
Canon Point: S2E5 - ending up alone with AJ after killing Kenny and abandoning Jane.
Age: 11
History: Wiki
Personality: At the beginning of the apocalypse, Clementine was a much more polite and quieter little girl. Primarily, she was innocent, inexperienced and unused to anything harsher than getting into a bit of bother with her parents. But the years spent in a world where "walkers" (zombies, basically) run rampant have hardened her significantly. By the time she's eleven - the canon point I'll be taking her from - she'll be very different to that little girl; she’s still somewhat reserved, but the innocence that came along with it has been diminished almost completely. She's bitter, jaded and far less quick to trust and befriend others. The cause of this hardened outlook is primarily related to the losses she’s suffered. Clementine has lost a lot of people over the last few years. Her parents, first of all; she remained hopeful that they might be alive until she finally witnessed them as walkers for herself. Clementine was left an orphan, but she did have her guardian and best friend, Lee. However, soon afterwards she lost him too, and she still feels hugely responsible for his death. Her friend Omid, who was with her and help taking care of her after Lee died, also died - someone else she feels responsible for.
Guilt plays a large part in Clementine's personality. She feels very guilty for many of these deaths, especially Lee's. She believes herself responsible for the reason Lee got bitten, as he was looking for her after she’d run off when it happened. She was also the one who had to put him out of his misery in the end and shoot him. It is something that they both saw as necessary, as the only other option was to let him turn, but she still feels responsible for what she had to do to him. She still pulled the trigger, and it's not something she'll forget any time soon. In addition, at the very beginning of the second season, one of her new guardians and her friend, Omid, is shot by someone else with the gun that belonged to Clementine. Yeah, this all gives her a whole lot of survivor’s guilt. She's seen outwardly blaming herself for Lee's death, in particular, to Luke and then to Kenny. She always sounded full of regret, as well as loss, whenever she spoke of Lee.
Clementine is a survivor with a very determined streak. She’ll fight with all her might to stay alive and keep going, even when others around her have given up. This is something she most likely got from her time with Lee, who shared much the same qualities. She will also try and convince others not to give in, shown in the second episode of the second season when she tries to convince Nick to stop moping and not give in to the walkers. She’s very determined to keep on surviving, to carry on no matter what. She even (briefly) considered stopping at Carver's camp because of how much food they have there. In many ways, it's something she feels she owes to Lee - to keep on living no matter what, after all he did to save her at the end of his life. She'll sometimes go as far as being manipulative to keep herself alive, as shown when she spoke to Alvin in the window when she was trying to get medical supplies from him. She'll take enormous measures to keep people in her group alive too - Clementine can go as far as to chop off Sarita's arm to keep her from turning into a walker. She had a few seconds to decide, but she didn't hesitate when it came to it. Because she knew that Sarita's chances of survival were higher that way. That's just how things are now.
She will now steal with few moral reservations as well. She stole medical supplies to stitch up a dog bite that desperately needed medical attention - though, these people she stole from had just locked her in a shed because they thought it was a walker bite. She felt a little frustrated and betrayed by them and had few reservations about taking what she needed from their house. She also doesn't mind stealing food from others now - it's necessary to survive, even if the camp she's raided might have people coming back. The player also has the choice of letting Clementine steal medicine from someone begging her not to. Whether or not the player chooses to do this, Clementine is obviously very tempted either way, and not at all quick to say no. This is a far cry from the girl of two years previously, who insisted on not stealing supplies in case the owners came back. Her morals have shifted significantly since we first saw her, and she's become more jaded and somewhat less sympathetic, more selfish, in the process.
Clementine has learnt that surviving also often means not trusting yourself completely in others. She has trusted Christa over the past sixteen months, as an ally and as a friend, and now she has grown to trust the members of her new group a little more. But it takes definite time and there's no way she is 100% faithful in all of them. People are often more dangerous than walkers in the world she's been living in, something she's found out the hard way. She'll trust Kenny and Luke with most things, but there's no one she trusts more than herself when it comes down to it. As well as trusting others, caring for others in general is something she's grown somewhat detached from. That isn't to say she doesn't care at all for other people - she definitely does. But she doesn't like to get too close to others. She got very close to Lee; he was like a second father to her, and look what happened there. In the end, she knows that everyone is going to die, sooner or later, and she doesn't like getting attached to people for the hurt it'll bring afterwards. Despite this, she does still see Luke, Kenny, Jane, Bonnie, Mike and Christa as her friends. She cares what happens to them, despite herself, and is very loyal toward them. She just has to tell herself not to get upset when they inevitably (for her) end up dying.
Clementine wouldn't have been able to get as far as she has gotten in the world without some smarts and intuition on her side. She's had help from others, no doubt about that - first from Lee, then Omid and Christa, then her new group. But she's had to figure things out for herself too, and countless times she is the one put forward by the rest to do the serious, kind of dangerous tasks that require her to think on her feet. She'll often use her surroundings to her advantage, which is an especially useful tactic when fighting off walkers. And necessary when you consider how much smaller she is compared to many of the adults; she's had to learn to adapt in this way. Whether it's using walkers to push toward humans or using objects to fend off either walker or human, she'll manipulate things around her to her advantage. She is curious too, she explores - though not too much. She's smart enough to know when and when not to stick around in places, or when not to explore at all, especially when she's by herself. Everything is about survival now, after all.
Though still rather quiet, Clementine has grown more confident over the last few years. She's far more likely to speak up about survival plans than she was in season one, as seen at the beginning of season two, when she gives her opinion on her plans with Christa. And then when she gives her opinion on plans to escape Carver's camp to Kenny and the others. She tends to talk to herself now too, a lot like Lee did in season one. Which is a lot to do with her now being the main playable protagonist, yes, but also shows how lonely she's begun to get, how much she does still want reassurance, even if it's just reassurance from herself.
Clementine is eleven, but has grown up significantly over a two year period. She's had to learn things that most people will never learn, and do things that most grown adults would shy away from. A lot of the changes she's gone through aren't easy and aren't something that makes her easy to get along with, but they were necessary to survive. She's a jaded and bitter survivor, a bit more prone to anger, far more realistic than optimistic now. She still believes there's good in others though, even if she's not always up for waiting to find out.
Contracts: Clementine wouldn't exactly trust anyone on the ship, or what they're saying, but she would rather take her chances on this ship than wander around a planet she doesn't know. She has mixed feelings about being able to get back home too, part of her not wanting to go back at all. It's a place where her friends and family are all dead, and she has nothing but bad memories. But another part of her remembers AJ, the baby she was supposed to protect. As the hours and days pass she'll quickly believe him to be dead, but part of her will still feel that it's her responsibility to at least find out.
Abilities/Skills: Clementine is a human 11 year old from the 21st century and has no supernatural abilities. However, she’s spent the last two years in a zombie apocalypse and has learnt a lot of survival skills from this experience. Some simple things — how to light a fire and cook hunted meat - as well as other useful things, like how to shoot a pistol, namely to save herself from walkers. She’s intuitive and smart, especially for her age. She has basic first aid and medical knowledge, knowing how to treat and sew up an open wound.
Strengths/Weaknesses:
Strengths
• Clementine is pretty smart, especially for her age. Not academically (she hasn't been able to go to school since she was eight, after all), but in terms of using her own wits, intuition and surroundings to her best advantage. She's a thinker, and she can help with ideas and plans - of attack or otherwise.
• A survivor, Clementine is very determined and stubborn. She rarely gives up.
• She's loyal to those who get on her good side and end up close to her.
Weaknesses
• Clementine is loyal... but she's also not afraid to cut someone lose if she thinks they're dangerous or betray her/the people she's close to in some way.
• There's no getting around the fact that this is an eleven year old kid. A skinny, malnourished eleven year old; she's not as strong as an adult at all.
• She can kind of be an asshole if she doesn't like you.
• Her survivors guilt could fill an ocean.
Items:
• One hand gun.
• One hand axe.
• Clothes on her back (jeans, t-shirt, jacket, shoes, hat, etc).
• She's also covered (jacket, jeans and face) in blood and guts from a dead body, so she'll be pretty smelly.
SAMPLES
Network Sample: link
Prose/Action Sample:
Clementine has had to adpt to a lot over the years, losing everybody she's ever cared about, trying not to die herself. She's never accounted for anything like this though. Sometimes at night, when she was trying to sleep on the dirty floor of the woods, when it was actually quiet, and still - not... safe, but with some illusion to it, she'd look up at the stars and make believe. Pretend. Like she could just fly away from here. It wasn't something she'd done in a long time, not since Omid had died, and she'd always felt dumb whenever something - Christa, Omid, walkers or bandits - nudged her back into the cold reality.
But now. Now it's real. One minute she's clinging to AJ, walking through the dead, then she's far, far away.
AJ. It's been hours now since she got sucked up into - this. Even leaving a baby alone for hours before the world went wrong was a bad idea. Now though? Last thing she remembered before waking up here, she'd been in a herd of walkers. If she just disappeared... there was no one to save AJ. She knows that. But she also knows that she's got to try and find out, right? It would make her even more of a horrible person if she didn't.
Whatever this is. Whatever she'd been brought to, it had really crappy timing.
Clementine wanders into the observatory deck eventually, deserted but for one or two people. She watches the stars, so different to how they looked while she was lying on her back in the middle of the woods years ago. "I wonder how far away Earth is," she murmurs, mostly to herself. How far away the walkers are, her dead friends, and the baby she was supposed to be responsible for.