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THIS NAME SHALL NOT BE NAMED
Meep
basic looks info
SHORT NAME
Basic Information:
Full name: Luna
Title: None
Nicknames: None
Gender: Female
Sexual orientation: Bisexual
Age: Ageless
Birthday: Janurary
Height: 5'4
Weight: Average
Dominant Hand: Left
Occupation: None
Former occupations: None
Place of work: None
Living arrangements: Wanders
Hometown: Earth's Moon
Current town of residence: Wanders
Previous residences: Moon
Physical Aspects:
Ethnicity: Moon Spirit
Family line: Moon Spirits
Head and face shape: Small, heart-shaped face
Hair: White, wavy, long, straight bangs
Eyes/Eyebrows: Short, stubby eyebrows
Nose: pointed tip
Mouth: colorless lips
Skintone: Whiter then sour cream
Bone structure: light in density, airy
Physical build/fitness: Light, weak muscles, poor bone structure
Posture: Airy, alert
Voice: She has no vocal cords.
Clothing: Modest, long, feminine, a little unusual
Accessories: N/A
Colors s/he’d never wear: Red, Purple
Colors s/he always wears: Blue, White
Training/Hobbies/Possessions: Drawing, making dolls, scrapbooking
Education level: None
Occupational training: None
Musical training: None
Combat training: None
Street training: None
Hobby training: Very well
Other training: None
Hobbies: Drawing, making dolls, scrapbooks, trying to get to the moon, climbing things, being around nature
Collections: Anything in her scrapbooks
Telltale signs: She carries them around xD
Very good at: Artistic Things
Very bad at: Social Situations
Prized possessions: The above
Family heirlooms: None
Personality Information:
Character keywords: Modest, Shy, Awkward, Stubborn, Fidgety, Artistic,
Joys: Rock Candy, Water, Dolls, Art, The moon, Nightime, glass
Fears: Flowers (She's allergic to them), Public Speaking (just... horrifying),
Coping mechanisms—sorrow/loss: Huddling into a ball and crying
Coping mechanisms—physical pain: Same as above xD
Coping mechanisms—humiliation: As above
Coping mechanisms—trauma: Shake in a ball and sob and lock herself alone
Coping mechanisms—heartache: Being hopelessly emo and alone and miserable
Optimist, pessimist or realist: Pessimistic
Extravert or Introvert (E or I): Introverted
Intuitive or Sensing (N or S): Sensing
Thinking or Feeling (T or F): Feeling
Judging or Perceiving (J or P): P, she's very messy and disorganized
Myers-Briggs Personality Type: ISFP
Love Language: Quality time. it takes her forever to fall for someone
Idiosyncrasies (Verbal): Has no vocal cords
Idiosyncrasies (Physical): Fidgets
Nervous habits: Bites lip, fidgets with fingers, goes pigeon toed
Other idiosyncrasies: None
Trivial Preferences:
Alcohol tolerance:
Sweet, sour, bitter, or salty: Salty, like space rocks.
Odd likes: Glitter, glass, looking through windows
Pet peeves:
Time most awake: Night
Favorite season:
Favorite colors:
Favorite weather:
Favorite kinds of people:
Favorite foods:
Favorite drinks:
Favorite places:
Musical preferences:
Clothing preferences:
Literary preferences:
Weapons preferences:
Travel preferences:
Most relaxing activities/surroundings:
Character:
Greatest character virtues: [Short answers work well enough; things like humble, dependable, kind, trustworthy, joyful, sincere, etc.]
Greatest character flaws: [Again, short answers work well enough; things like proud, jealous, mean-spirited, sour, etc.]
Expounding upon virtues: [Here’s where you can take those short answers and explain clearly what you mean by any of them that you think could stand more elaboration, at least in this particular character’s case.]
Expounding upon flaws: [Ditto.]
Tragic flaw: [Technically this is only applicable in a tragedy, or at least if this particular character will die because of one of his faults or because of one of his virtues taken to an extreme. What trait of his defines who he is so strongly that it can and will lead to his own demise?]
Situational reaction—virtues: [How these virtues of his would manifest in common situations—like if he is a peacemaker, how he would try to diffuse a lover’s spat between two other characters, or perhaps butt into an argument between two strangers.]
Situational reaction—flaws: [And how his faults would act up. This is similar in some ways to how the GM will screw you in 7th Sea when you take a hubris, but only fellow-gamers will understand just what terrible things the Game Master will do to you for taking “Hedonistic.”]
How these can help him/her and people around him/her: [Whether fault or virtue, many characteristics can be manipulated to help people.]
How this can be used against him/her: [And the same goes for hurting them, particularly the person with the fault or virtue.]
Self or Others: [When push comes to shove, who does he value more: the people he loves, or himself?]
Relationships/Family:
Family wealth: [It helps to know. It also helps to have if your character wants to go off adventuring without an applicable career.]
Family friends: [Basically hereditary connections.]
Immediate family:
Relationships with family:
Extended family:
Relationships with extended family:
Current friends:
Childhood friends:
Current acquaintances:
Childhood acquaintances:
Current enemies:
Childhood enemies:
Current employer:
Previous employers:
Current co-workers:
Previous co-workers:
General relationships with towns and countries: [This ties into what I said about hometown. Except this isn’t just how he views a town—it’s how the people in that town view him, if they’ve ever met him. He may have a great memory of his childhood hometown, but half the older folks there might feel like gutting him if they ever see him again because of all the unappreciated pranks he used to play. Whatever.]
Timeline:
[This is a little more complicated. Start from the past and work your way to the present—so this starts with the character’s birth. I like to start with the year, date if important, and how long ago something was—for example, “1990, October 12; 19 years ago: Elizabeth was born in Honolulu, Hawaii to Robert and Carol.” Then you move on to the next significant event: “2002, 7 years ago: moved out of childhood home and visited China.” You keep going until you’ve covered general parts of the character’s past and all the more recent developments that have bearing on the character and/or story until you hit what is the “present” at the story’s start.]
General History: [Like a summary of the character’s past. If it helps, you may want to write it in that character’s voice—as though he were telling it.]
Interpersonal History: [A history of all his significant relationships, of all kinds, not just romantic. How they started, how they went, how they ended if they did.]
Situational Behavior: [Sometimes it helps to just create a scenario, throw your character in, and see what he does. For example, this is a short one I wrote up for Kenji, a character I’ve had in my head since I was eight years old and for whom I first wrote this dissection years ago: “At the dinner table: Have you ever heard of utensils? / Your sleeve is NOT a napkin / Well, at least he “compliments” the chef (by burping)… / …After eating the family out of house and home.”
Goals—Ultimate and In-Story:
Short-term goals in-story:
Long-term goal in-story:
Childhood goals:
Life-long goals:
Romantic goals:
Relational goals:
Family goals:
Revenge goals:













Name: Tabby
Height: 5'7
Weight: 142
Body Type: Pear (very wide and pronouced hips)
Eyes: Green
Hair: Pink/Peach
Skin: Fair-skinned

Name: Kimberly
Height: 5'4
Weight: 109
Body Type: Square (measurements are mostly equal and straight)
Eyes: Green
Hair: Brunette
Skin: Slightly tanned

Name: Chuck
Height: 5'11
Weight: 139
Body Type: Athletic (mostly in lower body, like legs)
Eyes: Blue
Hair: Blonde
Skin: Tan

Name: Locke
Height: 6'7
Weight: 178
Body Type: Average, a tad lean
Eyes: Gold
Hair: Black
Skin: Fair-skinned





 
 
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