runsaway: ([dean] take a closer look at this)
2014-12-04 08:09 pm

[APP] @ [personal profile] contagio

OOC INFORMATION

Name: Freya
Contact Information: [plurk.com profile] doggystyle
Personal Journal: [personal profile] aesthetics
Age: 26
Characters Played: N/A

IN-CHARACTER INFORMATION

Name: Sam Winchester
Fandom: Supernatural
Age: 23
Canon Point: 2.1 "In My Time of Dying"
Original Universe or Alternate Universe? OU
Personality: As the youngest of the two Winchesters, Sam fills the role of the rebellious one, which might seem contrary based only on appearances. He had dreams of a normal life; got himself established as a worthy scholarship student and Stanford and had a promising future ahead of him. In almost any family that would be something to boast about, but in the hunt-or-be-hunted life of the Winchesters, Sam's dreams weren't in line with the family job. But that never stopped him, even going so far as to cut off his ties with his family almost completely to pursue what he later calls an "apple pie" American life--not necessarily normal, but safe. He doesn't think that's so much to ask, but it seems his past catches up with him.

He is strong, stubborn--perhaps more so than the rest of his family, which is saying quite a bit. Sam likes to be in control of the situation. He stands up to his older brother, Dean, and their father, even when his own ideas may not be the best course of action. He dislikes being told what to do and taking orders without question. Perhaps it is partly due to his contemplative and slightly brooding nature, but he doesn't like to take things at face value, hence he finds a list of to-dos hard to follow. Sam much prefers to pave his own path, even at the risk of his own safety (which Dean tends to be the one to clean up after). This often leads him to believe that his way is the right way, or that he is the only one capable of doing something as it should be done. He's been known to be put in his place on more than one occasion.

Independence isn't such a bad thing, though. It's allowed Sam an appreciation of what life could be. He's a free-thinker and very rational, able to pick up fine details and connect the dots rather quickly. Because of this, Sam is typically the one to do background research and studying for the cases that they take on. Dean often makes fun of him and his somewhat nerdy tendencies, but Sam brushes him off. It's an extension of his scholastic achievements and natural intelligence, which are not simply displayed by his impressive score on the LSAT. He's articulate and book-smart, yes, but he is also very intuitive, which is not directly related to his psychic abilities. In contrast to Dean's brash and all-guns-firing ways, Sam prefers to sit back and analyze a situation and he is able to relate well and take an understanding and empathetic approach to the people they end up meeting. (Dean also makes fun of him often for this by calling him a girl in various creative ways. It doesn't really stop Sam, though.) This can be by-passed when his long patience catches up with his hot temper, especially considering how willing he is to sacrifice himself in order to avenge the people he feels he should have been able to protect. However hot he burns, he burns quickly and is known to lash out and throw a few punches before he removes himself from a conversation or calms down completely.

His desire for revenge against the demon that murdered his girlfriend and his mother is his driving force for hunting at the beginning of the series, it takes him a bit longer than expected to pick up the idea that it's the "right thing to do". He has trouble letting go of his idea of how life should be, which his life never actually lines up with. It's a cycle of disappointment, but he always goes forth with good intentions. His caring nature is a benefit and a problem as he can get emotionally wrapped up more than he should with the cases they take on, though he gets better as they go along. Sam never really gets over Jessica's death. She is not only a person he cares about deeply, but she also represents the life that he wanted from the beginning and lost to his own shortcomings (as Sam sees it, at least). The death of their father, something that has only just happened at his current canon point, comes with surprise and guilt. John is a figure both Winchesters thought to be invincible in a sort of latent childish strain of thought, but the fact that the last thing they did was fight is something that will continue to haunt Sam and make him feel like he needs to make it up to the man, even if he's not around. And is all the more reason to take the demon down.

Furthering his foil to Dean, Sam is neat and meticulous to a fault. When Dean is stuffing his face full of whatever greasy snack food he can find, Sam is typically looking at him in astonishment or disapproval. The two may argue and indulge in witty banter (or at least they think it is), but Sam really has never stopped looking up to Dean. He admires his older brother and his desire to protect him matches Dean's to do the same. Though Dean has always taken on the responsibility of looking out for him, Sam tries constantly to urge his brother to stop always putting Sam first and take a moment for himself. He tries to connect emotionally, which usually isn't successful, but it doesn't stop him from attempting again the next day.

While his sense of humor can be dry and sarcastic, Sam has a kind smile and a strong will to do what he believes is right. He doesn't see the world in black and white, but in varying shades of gray that need to be understood. Not all monsters are evil, not all people are good. It's the ability to make your own decisions concerning their nature that matter most in the end.

Is this character immune? Immune... (Potentially because of the likelihood based on game mechanics as well as the fact he's immune to stuff like the demonic Croatoan virus.)
Background: Sam @ The SPN Wiki
Other Notables: Sam is a fairly tall guy--6'4", to be exact. He does have a clairvoyant ability and latent telekinesis at this point in canon due to ingesting demon blood as a baby, but they won't be affecting the game due to the power dampening.
Inventory:
The outfit he wears at the end of the episode
☛ Lock pick kit
☛ Army knife

SAMPLES

NETWORK SAMPLE:
Text Post @ [community profile] exitvoid
LOG SAMPLE:
Action w/ Dean (AU) @ [community profile] exitvoid
Log w/ Pearl Preston @ [community profile] exitvoid
runsaway: (yeah i accept the charges)
2014-07-11 09:40 pm
Entry tags:

[IC] INBOX @ [community profile] havenrpg



It's Sam. Leave me a message.
runsaway: (Default)
2014-04-23 08:26 pm

(no subject)

Gamma Phase Location Worksheet
Due April 25th!


Below is everything you'll need to give people a clear vision of what sort of vision you have for Exit Void's Delta Phase. You don't need to write a huge dissertation on any of these topics, but the more you include the better people will be able to see what you have in mind. Feel free to link to images of locations, monsters, or anything else. Of course images aren't necessary.

Hook

    Silent Hill meets Spirited Away! Maybe Totoro can make a cameo.


Themes and Goals


    With the next phase shift, it seems some prayers have been answered. Roughing it in the prohibition era hasn't given the inhabitants as many resources as they might have liked, but with a new technology bump, perhaps more could be done in an effort to fight back against COMPASS?

    That is, if COMPASS still didn't have their hands in everything. Much like Zelien, most of the world around them is non-functional at first. At least, during the day. But at night, what seems dead comes alive. The town transforms, using it's broken self as a base for what once was a bustling town and thriving residence. This switches between a more congenial town of otherwordly ghosts and nightlife and something hellish with the simple intent to drive someone mad.

    The latter is when the cultists come out and seem most active. It sure is strange the creatures during those bad nights avoid them all together. But the phantoms during the more pleasant nights don't ever seem to have heard of the other side of the town, the Mr. Hyde. It's like two towns living in the same place, one constantly trying to take over the other. And the cultists? They seem to want to welcome in the other. Are the creatures their gods? Perhaps servants of the nethermost deities?

    Whether COMPASS intended this to happen or not, it's difficult to tell, but although the day time is prime for regrouping, it's also the time where COMPASS can make the most impact. The spirit worlds, whatever one may call them, make COMPASS suspiciously silent. Maybe they can be used to the advantage of finally bringing COMPASS down? Or maybe something even worse is on the horizon.


Setting
    Overall



      You've seen one town and you've seen them all, right? Except this is a serious step-up from Zelien, if only the street lamps and phone lines hint that we've rejoined the 21st century. It would be great if it seemed like it worked. The town, as a whole, appears to be completely abandoned. Modern conveniences don't mean much if they're nonfunctional, and where is anyone to run them?

      This is the city (UNAMED) during the day. But at night, everything changes. The buildings don't necessarily repair themselves, but the ghosts of what they once were overlay their skeletal structures. Stores, shops, restaurants, even public transportation suddenly comes to life, run by otherworldly creatures. They're not familiar figures, though. Formless blobs may beckon you inside for a drink or offer you the day's paper, but they seem friendly, or at least ambivalent for the most part. That is, almost every day of the week. There are warnings in the shadows, some faces that scratch in and out of your perception and give way to something much more macabre. But they're flashes, something easy to overlook.

      Except once a week.

      Sometimes when you roll the die, you get snake eyes. There doesn't seem to be a pattern to it, but instead of nightlife, restaurants turn to literal meat lockers with personages that might look too familiar. What had been passengers on ghostly buses are misshapen creatures that lumber towards whatever moves, not necessarily to eat, but simply to kill. The longer one stays out and active in this world at night, the more they confuse the friendly phantoms during the downtime as their distorted counterparts. Eating the food the ghosts offer helps. Or, at least that's what they seem to say.


    Base Camp



      All the comforts you will learn to forget again in an abandoned theme park properly named Cool Zone. None of the rides are working, but they're standing, and that's what matters, isn't it? Besides, who hasn't wanted to camp out in Cinderella's castle? Food courts lay unused and unsanitary, but they could be cleaned up and made functional again. There are public restrooms in disrepair but it's better than laying down piping for the first time. The ferris wheel stands as a beacon in the center of the park. The largest roller coaster weaves in and out of the skyline. The tracks are old and rusted, and there appear to be a few cars stuck at the top.

      At night, however, the park comes alive. Broken lamps turn on their own accord and previously empty popcorn machines are suddenly overflowing. The rides move on their own, despite their mechanical failures. How strange!

      The biggest plus of the amusement park? When the world all goes to hell, the creatures seem to generally stay away from it, especially on the specific rides. Who wants to teacup for seven hours?


Life and the Living
    Natives

      The "natives" may actually be dead, but they are active at night. They can be in the shape of anything; people, alien creatures, even plants, but more often than not they don't seem to have any specific discernible shape at all. Eyes by any number can be made out on most of them, and mouths may form out of their semi-transparent bodies when eating or sometimes when speaking. They come in a variety of colors, but most are dark and shadow-like. A good number of them are friendly and want to share food, drink, stories about their lives (past or present), and even some are willing to listen to your woes if you buy another round. Most are neither interested nor disinterested. Very few are outright hostile. Unless you steal the last dinner roll.

      A on the bad nights there is a different crowd entirely. Grotesque monsters take place of the more amicable phantoms. They can't communicate, but they clearly take notice. They're drawn towards anyone moving around them and their only intent seems to be to massacre. Some wander around aimlessly until they happen across someone stupid enough to cross their path, others lay in wait.


    NPCs

      - Cultists from before? We've built them up so they should still have a place
      - Maybe a few specific phantoms? Especially one or two that may run rides in the theme park
      - A few specific monsters on the bad nights


    Monsters and Wildlife

      Possibly grotesque and deformed creatures like you'd see in the Silent Hill games, or monsters that reflect something from character's different worlds? Things that seem familiar but are twisted into something they're not.


Gameplay
    Game Mechanics

      - POTENTIALLY use the rides in the theme park to transport characters to other worlds for rift-like events. Like the roller coaster suddenly working during the day and sending people off into the nether. Haunted house ride? The tunnel of love gone horribly wrong?
      - Could also make use of eating the phantom's food. What side-effects could it have?


    Possible Events

      - Like above, eating the phantom's food. What side-effects could it have? It could trigger any number of things from hallucinations to body horror if anyone wanted to go in that direction. Maybe turning people into phantoms themselves?
      - Some survival aspects because characters don't start out with everything they need, but they are better off than how they started in Zelien. Getting technology to work again would be very important.
      - Consequently since they aren't in dire need of supplies at all times, this could give potential rise to more time and ability to pin down COMPASS. At least in the off hours (aka daylight).
      - The cultists actually making serious contact with their gods. Perhaps making people go insane? Trying to get new members of their cult. Maybe some characters could make deals and bring them sacrifices for their own safety or join because they don't have anything else to believe in.
      - Have monsters themed on people's home worlds, look like loved ones and attack, etc.


Direction


    I would really love to give more autonomy to the players as a resistance, give them more physical resources while simultaneously giving them a whole new set of problems to deal with. Is this a new set of experiments, or is COMPASS starting to lose it's grip? What happens at night, it's difficult to tell if it's intended or a large oversight. If it's the latter, making COMPASS NPCs more accessible as they scramble to get things back in order could lend to more player involvement in trying to put the pieces together. Let some instances of characters relying on their own ingenuity as opposed to getting everything from COMPASS. Maybe COMPASS can't restrict them in every way they could before? Maybe the actual scientists or whoever is behind it have to take a more active role?

    There's also the cultists who have been a big player in Gamma. Potentially, we could pit COMPASS and the cultists against one another? Characters could pick sides; the lesser evil, if there even is one, or force them to fight and take each other out and just not get caught in the crossfire.

    And also, of course, the WTF IS GOING ON aspect of monsters and ghosts and things that go bump in the night. The survival aspect of the survival horror portion of the game doesn't necessarily have to be setting up camp (although at the start of everything that is a factor), but surviving the actual horrors around them. How drastic things can get can either bring people together or tear them apart.
runsaway: ([dean] get this...)
2013-10-17 09:49 am

[OOC] How's My Driving?



I am always open to feedback and suggestions. Please don't hesitate to leave me some!

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runsaway: ([jess] you can say it in front of her)
2013-09-28 08:40 pm

[OOC] Character Relations @ [community profile] exitvoid

can
on
ma
tes

dean winchester
supernatural

Best big brother Dean! Sam is so very glad to have him here, even though he's a good eight years in Sam's future. Sure, he treats Sam more like a kid than he ever did, but he's someone Sam knows he can rely on. Although however candid Dean has been given the circumstances, Sam feels like he's still missing something.

■■■■■■■■■■

castiel
supernatural

How can the same person be so different? Except this Castiel is an angel, which still blows Sam's mind. He didn't realize he had someone literally watching his back when Dean wasn't around. Kind of on the awkward side for Sam, but Castiel is earnest, if anything.

■■■■□□□□□□

dean winchester (au)
supernatural

He's got a lot of mixed feelings about this version of his brother. Dean did kill Sam in cold blood, though after some time to himself, Sam has come to accept that Dean really just is that broken. And what that means to him is that he can learn to forgive and that Dean needs support more than ever. It will take some work, but he's willing to help be that moral center. He's a royal bag of dicks, but Sam still loves him at the end of the day.

﹖﹖﹖﹖﹖﹖

castiel (au)
supernatural

He has a new perspective on Castiel after meeting the other and learning what really happened. But this version is still the first he met and has helped him out on more than one occasion. They haven't spoken much recently but Sam would like to consider them tentatively edging the friendship territory.

■■■■■□□□□□

jo harvelle
supernatural

Cute blonde girl that apparently Sam knows?? Need to investigate.

﹖﹖﹖﹖﹖﹖

lucifer
supernatural

Not long after getting told that he becomes the devil Sam gets to meet the angel himself. How fortuitous! Though Lucifer isn't exactly the evil overlord one would help; if anything, he's kind of condescending. But he seems to like Sam, which is awkward.

□□□□□□□□□□

michael
supernatural

Sam hasn't met Michael yet. But he's heard he's a bag of dicks. Why are you wearing dad...

﹖﹖﹖﹖﹖﹖

cro
ss
can
on

belle
once upon a time

She comes off soft spoken and curious, considering she recovered quickly after nearly sitting on him. But their respective personalities mesh well and he finds conversation easy with her. Plus she's cute.

■■■□□□□□□□

fatima merali
vampire: the masquerade

So he thought this was pretty simple; bonding with another monster hunter who lives a bit outside of the norm. Fatima understands what it's like to be different, which Sam appreciates, and she's the kind of person who can force him to enjoy himself if it kills him. Somehow he completely missed the hints that she's kind of into him. He's flattered, but mostly worried she doesn't know what she's getting into.

■■■■■□□□□□

james t. kirk, cpt.
star trek: aos

By all rights, this guy shouldn't exist. But he does. Somehow. Magically. And honestly? He's pretty cool. Sam has never been a trekkie but he's starting to see the appeal. Jim died for him, that's hard to forget, but more than that his intentions seem to be truly altruistic, which Sam finds rare and admirable. It gives him hope.

(◡‿◡✿) ■■■■■□□□□□

pearl jones
american vampire

This is complicated. Sam initially took an immediate dislike to her because she's a vampire, but she's been surprisingly honest and protective of him. She's gone through the wringer for him and trusted him enough to put her down when she became too dangerous, and Sam is harboring a healthy amount of respect for her despite himself. Vampire biffle.

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runsaway: ([dean] one of us is being productive)
2013-09-02 05:40 pm

[OOC] Permissions

These are always fun! At this point in canon Sam does have supernatural abilities, but they are mostly undeveloped and tend to act without him intending them to. What he has shown to be able to do at the end of season one is...
precognition
n. Knowledge of something in advance of its occurrence, especially by extrasensory perception; clairvoyance.

In Supernatural this is displayed as his ability to see deaths before they occur, often urging him to try and prevent them. They began as recurring nightmares but eventually started to happen during the day and are accompanied by intense headaches. They are found to be linked specifically to a demon in canon, but may be put to better use in game by applying to deaths in general, especially of a suspicious and freaky nature.

telekinesis
n. The ability to move objects at a distance by mental power or other nonphysical means.

At this point it's only appearance has been in a moment of desperation and heightened adrenaline and he hasn't been able to replicate it at will. Consequently it will only be used as a sort of accident in game.

So, essentially, you can use this post to ask questions about any current threads we have going that might lead to one or the other being used, or if you want Sam to get some ominous premonitions on, you can request that as well. You're also free to contact me privately!
runsaway: (dad answer please)
2013-08-28 08:30 pm
Entry tags:

[IC] inbox @ [community profile] exitvoid

first.last@compass.net (3) (no subject) D12 63:19PM
first.last@compass.net (6) Re: Mission D11 8:01PM
first.last@compass.net (12) [text] D10 9:35AM


E-MAILS TEXTS
runsaway: (my refrigerator is running?)
2013-08-28 08:16 pm
Entry tags:

[OOC] Contact





FREYA
MUN: [personal profile] aesthetics
AIM: hassle free harmony
PLURK: [plurk.com profile] doggystyle
CHARA E-MAIL: sam.winchester@compass.net