PLAYER Name: Nadeline Age:18 Personal Journal:iridiumiris E-mail: foldathousandcranes@hotmail.com AIM/MSN/etc: AmaNadeline, Nadeline on plurk
CHARACTER Name: Serah Farron Canon: Final Fantasy 13-2 Age: 21. Timeline: At which point of the canon were they taken from? Right before returning to AF500 If playing another character from the same canon, how will you deal with this?:N/A Personality: Serah is the sunshine of everyone around her. In the series in which every character is basically doomed to either become a monsterous being or to possibly never see anyone you love again when becoming a l'cie, Serah handles it well. While her first reaction is panicked as she struggles with the idea of being a l'cie, with Snow's encouragement, she plans to live on and find her focus, instead of giving up. When she crystalizes, all she says is that she wants to save Cocoon, even though she was crystalizing and may never see her family or fiance again. In the sequel, she's so opimistic to build a new future that she goes off with a stranger, hoping even to find her lost sister when everyone else believes Lightning dead. Serah's optimism is what drives a lot of other characters in the game to keep on going, namely Snow and Lightning, as they go on their adventure. As long as Serah has something to live for and a purpose, she will never give up.
Serah is also extremely caring and understanding. Serah's main reason for wanting to become a teacher is to teach kids to think for themselves, and after the events of FF13, it shifts slowly to teach kids why Cocoon fell. She doesn't seem to believe that a person or a situation is all bad, which can be where she and Lightning disagree. Where Lightning is very practical, Serah is both practical and understanding. Before the events of FF13, Vanille and Serah coincidentally meet on the beach, where Vanille shares her fears (discreetly, of course) of what she's released to the world, and that she is sorry for what happened to Serah, although Serah does not know. Serah consoles her and lets her know that she can face it later, and allows Vanille to "practice" on her. This goes to show that Serah deeply cares about the people around her, and when Light and Snow go missing in FF13-2, she reacts strongly, going into a sort of funk. Serah knows the consequences of her actions in FF13-2, which seems to be more than Noel knows, and also knew the consequences of becoming a l'cie in the first one. She knew that it was wrong to go off with a stranger, and that a l'cie is essentially doomed, but mixed with her cheery nature, nothing can stop her.
However, without a support system, she seems to fall apart. In the first game, she runs off after Lightning says it's her job to deal with l'cie and accuses her of using it to get married, which then causes Serah to go to the vestige and become trapped. You see, without her support system, she feels as though she's going to be forgotten, or left behind, which is her deepest fear. As long as she has someone to keep her going, she'll go by herself, but without Lightning or Snow, she can fall into a slump, or panic. This happens in the first part of the second game, where Serah nearly gets killed and her only defense is to call for an absent Lightning. She can function without them, as shown in FF13-2, but ultimately needs them in order to stay sane. In fact, for most of FF13-2 events, she's doing this all so she can get Lightning and Snow back. Since they matter to her the most, it's very hard for her to keep her nature in line when their lives or anything is at stake. She tries to distance herself when she becomes a l'cie to protect them, and in FF13-2 she fights a fal'cie endlessley and almost gets herself killed trying to get them back. Serah needs them, and without them, she can be quite a mess if she has no way of seeing them ever again.
Background: Here is where we would like to see information about your character's history and their place within their canon. This can be written if you wish, or you can link to any wikis and relevant resources.
Abilities: Serah has the ability to control monsters after defeating them in battle, allowing them to be on her side during a fight. Also, after a period of time, this animal can link with Serah, allowing for a feral link attack. This is a powerful attack done by the monster, which depends on how long Serah and the monster have been fighting together. However, when she changes roles (which I'll talk about in a second), the monster she summons changes as well.
Her three roles are: Ravager, Saboteur, and Commando. Commando is your standard heavy hitter with melee and ranged weapons, able to deal a lot of damage but not a lot of anything else. Ravager, on the other hand, is more of a magic role, but does not deal with her teamates. It's offensive magic that's equivalent to hitting the monster, but with specifc elements and strong or weak attacks. Finally, the point of a Saboteur is to weaken the enemy through afflicting them with statuses. This magic would be a heal drain, or poisoning, or slowing the monster down. While it doesn't do a lot of damage all at once, it does damage over time and makes it easier for her party members to attack. These roles, however, cannot be mixed--in a turn, she can only do Commando, Ravager, or Saboteur moves, not a combination of the three. She can switch inbetween turns, but until the turn ends, Serah can't do attacks outside of the current role she's in.
Since I'm playing her from end game, I would like it if she could have all the spells listed under playable characters. If not, please let me know!
Finally, this is a bit tricky: she has a sidekick, Mog, who turns into her weapon, which is a crossbow and a sword, but not at the same time. At close distances, it will be a sword, and at farther distances, it will be a crossbow. He also can find hidden items, and be thrown to normally unreachable places to gather items, if he trusts you. Outside of battle, he's a moogle, which is a whit blob, with a red nose and lines for eyes. He is rather expressive, but at first, he's very shy.
First Person:[At first, all that is seen is a streak of pink hair. There's some muttering off camera, and Serah finally speaks, although it's to no one in particular.]
So is this the video function...
[And then the camera moves, showing one Serah Farron, smiling lightly at the screen. Something white is hiding behind her, but a gem pokes up from the white creature. ]
I'm Serah. Nice to meet you guys, finally! So, I was wondering...how's the coffee at the cafe? [That smile turns into a mischievous grin.]
I would love it if someone would come with me. But you might have to buy. I don't have any money on me right now. Unless this place has somewhere I can exhange gils, I'm stuck.
I promise I'll pay you back.
Third Person: The cathedral seemed uninviting, but Serah was ridiculously curious. It seemed to be a historical site, and even with it's dark, almost malevolent stone, Serah could see the beauty in it. It was a weathered building, like everything else, but perhaps she could stay the night here, if she had to. She had talked to the volunteers, which were great sources of information, but Serah always preffered seeing over just hearing about things. Even if that had gotten her in trouble more than once.
Serah went over to the glass windows, currently dark as the evening outside, but the patterns were still recognizable. She traced the glass patterns, staring at them in awe. She wondered who had made this, and why. Of course it was religious, or so she assumed, but why these images? And why was the building so unwelcoming on the outside? The inside seemed rather plain, not ornamental at all. Maybe the outside was made to reflect the humbleness of a worshipper? But, then why have the glass windows? She could ask questions all night, but none of them could be answered by just staring at the windows. She spent a few more minutes grazing the windows before turning to the front.
She walked to the front of the cathedral, navigating narrowly through the pews. Something seemed off. Serah had never really been very religious--she believed in defining her fate, but also in Etro, but not to the point where she would go to church--but she was pretty sure this felt almost dark, as if it was pointing out all her faults, pushing her out instead of cherishing her, like a god might. It could be magic, she guessed, but without knowing if magic could happen here, she put it in her mind for consideration later. It could also be a paradox, but that, she felt, would have been more obvious the moment she stepped in. This was more of a seeping darkness, one that was barely noticable at first, but slowly just became darker and darker as she stayed. Having enough of it, Serah turned to leave, letting this one be solved later. But she would solve it.
{Canon} Serah Farron || FFXIII-2 || No Reserve
Name: Nadeline
Age:18
Personal Journal:
E-mail: foldathousandcranes@hotmail.com
AIM/MSN/etc: AmaNadeline, Nadeline on plurk
CHARACTER
Name: Serah Farron
Canon: Final Fantasy 13-2
Age: 21.
Timeline: At which point of the canon were they taken from? Right before returning to AF500
If playing another character from the same canon, how will you deal with this?:N/A
Personality: Serah is the sunshine of everyone around her. In the series in which every character is basically doomed to either become a monsterous being or to possibly never see anyone you love again when becoming a l'cie, Serah handles it well. While her first reaction is panicked as she struggles with the idea of being a l'cie, with Snow's encouragement, she plans to live on and find her focus, instead of giving up. When she crystalizes, all she says is that she wants to save Cocoon, even though she was crystalizing and may never see her family or fiance again. In the sequel, she's so opimistic to build a new future that she goes off with a stranger, hoping even to find her lost sister when everyone else believes Lightning dead. Serah's optimism is what drives a lot of other characters in the game to keep on going, namely Snow and Lightning, as they go on their adventure. As long as Serah has something to live for and a purpose, she will never give up.
Serah is also extremely caring and understanding. Serah's main reason for wanting to become a teacher is to teach kids to think for themselves, and after the events of FF13, it shifts slowly to teach kids why Cocoon fell. She doesn't seem to believe that a person or a situation is all bad, which can be where she and Lightning disagree. Where Lightning is very practical, Serah is both practical and understanding. Before the events of FF13, Vanille and Serah coincidentally meet on the beach, where Vanille shares her fears (discreetly, of course) of what she's released to the world, and that she is sorry for what happened to Serah, although Serah does not know. Serah consoles her and lets her know that she can face it later, and allows Vanille to "practice" on her. This goes to show that Serah deeply cares about the people around her, and when Light and Snow go missing in FF13-2, she reacts strongly, going into a sort of funk. Serah knows the consequences of her actions in FF13-2, which seems to be more than Noel knows, and also knew the consequences of becoming a l'cie in the first one. She knew that it was wrong to go off with a stranger, and that a l'cie is essentially doomed, but mixed with her cheery nature, nothing can stop her.
However, without a support system, she seems to fall apart. In the first game, she runs off after Lightning says it's her job to deal with l'cie and accuses her of using it to get married, which then causes Serah to go to the vestige and become trapped. You see, without her support system, she feels as though she's going to be forgotten, or left behind, which is her deepest fear. As long as she has someone to keep her going, she'll go by herself, but without Lightning or Snow, she can fall into a slump, or panic. This happens in the first part of the second game, where Serah nearly gets killed and her only defense is to call for an absent Lightning. She can function without them, as shown in FF13-2, but ultimately needs them in order to stay sane. In fact, for most of FF13-2 events, she's doing this all so she can get Lightning and Snow back. Since they matter to her the most, it's very hard for her to keep her nature in line when their lives or anything is at stake. She tries to distance herself when she becomes a l'cie to protect them, and in FF13-2 she fights a fal'cie endlessley and almost gets herself killed trying to get them back. Serah needs them, and without them, she can be quite a mess if she has no way of seeing them ever again.
Background: Here is where we would like to see information about your character's history and their place within their canon. This can be written if you wish, or you can link to any wikis and relevant resources.
Abilities: Serah has the ability to control monsters after defeating them in battle, allowing them to be on her side during a fight. Also, after a period of time, this animal can link with Serah, allowing for a feral link attack. This is a powerful attack done by the monster, which depends on how long Serah and the monster have been fighting together. However, when she changes roles (which I'll talk about in a second), the monster she summons changes as well.
Her three roles are: Ravager, Saboteur, and Commando. Commando is your standard heavy hitter with melee and ranged weapons, able to deal a lot of damage but not a lot of anything else. Ravager, on the other hand, is more of a magic role, but does not deal with her teamates. It's offensive magic that's equivalent to hitting the monster, but with specifc elements and strong or weak attacks. Finally, the point of a Saboteur is to weaken the enemy through afflicting them with statuses. This magic would be a heal drain, or poisoning, or slowing the monster down. While it doesn't do a lot of damage all at once, it does damage over time and makes it easier for her party members to attack. These roles, however, cannot be mixed--in a turn, she can only do Commando, Ravager, or Saboteur moves, not a combination of the three. She can switch inbetween turns, but until the turn ends, Serah can't do attacks outside of the current role she's in.
Links for spells, since they're long:
Saboteur
Ravager
Since I'm playing her from end game, I would like it if she could have all the spells listed under playable characters. If not, please let me know!
Finally, this is a bit tricky: she has a sidekick, Mog, who turns into her weapon, which is a crossbow and a sword, but not at the same time. At close distances, it will be a sword, and at farther distances, it will be a crossbow. He also can find hidden items, and be thrown to normally unreachable places to gather items, if he trusts you. Outside of battle, he's a moogle, which is a whit blob, with a red nose and lines for eyes. He is rather expressive, but at first, he's very shy.
First Person: [At first, all that is seen is a streak of pink hair. There's some muttering off camera, and Serah finally speaks, although it's to no one in particular.]
So is this the video function...
[And then the camera moves, showing one Serah Farron, smiling lightly at the screen. Something white is hiding behind her, but a gem pokes up from the white creature. ]
I'm Serah. Nice to meet you guys, finally! So, I was wondering...how's the coffee at the cafe? [That smile turns into a mischievous grin.]
I would love it if someone would come with me. But you might have to buy. I don't have any money on me right now. Unless this place has somewhere I can exhange gils, I'm stuck.
I promise I'll pay you back.
Third Person: The cathedral seemed uninviting, but Serah was ridiculously curious. It seemed to be a historical site, and even with it's dark, almost malevolent stone, Serah could see the beauty in it. It was a weathered building, like everything else, but perhaps she could stay the night here, if she had to. She had talked to the volunteers, which were great sources of information, but Serah always preffered seeing over just hearing about things. Even if that had gotten her in trouble more than once.
Serah went over to the glass windows, currently dark as the evening outside, but the patterns were still recognizable. She traced the glass patterns, staring at them in awe. She wondered who had made this, and why. Of course it was religious, or so she assumed, but why these images? And why was the building so unwelcoming on the outside? The inside seemed rather plain, not ornamental at all. Maybe the outside was made to reflect the humbleness of a worshipper? But, then why have the glass windows? She could ask questions all night, but none of them could be answered by just staring at the windows. She spent a few more minutes grazing the windows before turning to the front.
She walked to the front of the cathedral, navigating narrowly through the pews. Something seemed off. Serah had never really been very religious--she believed in defining her fate, but also in Etro, but not to the point where she would go to church--but she was pretty sure this felt almost dark, as if it was pointing out all her faults, pushing her out instead of cherishing her, like a god might. It could be magic, she guessed, but without knowing if magic could happen here, she put it in her mind for consideration later. It could also be a paradox, but that, she felt, would have been more obvious the moment she stepped in. This was more of a seeping darkness, one that was barely noticable at first, but slowly just became darker and darker as she stayed. Having enough of it, Serah turned to leave, letting this one be solved later. But she would solve it.
Never doubt Serah Farron.