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31
Modifications / [IDEA] Show Any Profile Option on Registration
Last post by The Insane Admin -
AIM: To show (well, nearly) any profile option on the registration page, so that users can set their options before they even register! Mod should also display the admin-set default options as default, otherwise revert to SMF default.

Required edits:
-Register.php
-Register.template.php
-ManageRegistration.php

Options to NOT allow:
-PM Ignore List
-Avatars
-Quick Moderation
-Current topic/board notifications list (not applicable anyways)
32
Modifications / [IDEA] Stickies Reminder on New Topic
Last post by The Insane Admin -
AIM: When posting a new topic, the stickies for the board are listed above the post template. Unread stickies are separated and bolded so that they are clearly visible to users. This is intended to increase the amount of users who read stickied posts, as they generally include valuable information.

Requires:
Edits to Post.php
-Query to gather all topics in current_board with isSticky set
-Need to check is_read
Edits to Post.template.php
-Display the stickied topics above the subject area
Edits to ModSettings.php [
-Give option to enable completely/possibly by board (just have a text field to input comma delimited board IDs)

Future features:
-Enter topic IDs for global stickied warning OR integrate with Global Announcements mod
-Once user has read all the stickies, an option can appear to hide stickies. Will reappear if any stickies are marked unread again. Either that or a profile option "Hide Read Stickies on New Topic"

Mockup:
33
Modifications / [IDEA] Scheduled Poster
Last post by The Insane Admin -
http://www.devira.info/Scheduledpostermoddetails.txt

Scheduled Poster

Aim: Allow posts to be posted in a specified board with a user-created message on
-a) a certain day (one time event),
-b) a repeating time interval (once every (every,1,2,3,4) week(s), (every,1,2,3,4,5,6,7,8,9,10,11,12) month(s), (every,1,2,3,4) year(s)) with a start and ending date (or neverending), or
-c) a repeating date (on the 1st of every month) with a start and ending date (or neverending)
-All options have the ability to set the time (based on user's local time, or board time if local not set)

Admin Panel:
-Modsettings tab
-Option to create posts
-If posts exist, display dates & time, frequency and post snippet, plus edit and delete options
-Create Posts function allows admin to select:
--Schedule options (explained above)
--User ID to post from (0 for guest)
--Board to post to
--Topic title
--Post body (message content)
--Choose sticky, lock, announce
--Save
-Settings to:
--Increment poster's postcount?
--Sticky by default?
--Locked by default?
--Announce by default? (any of these will be marked by default on the create post page, but can be deselected  manually)

http://www.simplemachines.org/community/index.php?topic=252769.0
34
Character Development / Calista Trenton
Last post by The Insane Admin -
[float=right][/float]OOC Information

Name/Nickname Jordan
Where are you from: Minnesota, USA
Age: 19
How did you find us: I'm kinda staff here. That would explain it.
Contact: Just look at the bottom of my posts.

Have you read all the rules?: Khassan'l, chumani!

Character information

Character Name: Calista Trenton
Titles/Nicknames/Alias': Callie
Age: 20
Gender: Female
Species: Human
Faction: Jedi Order
Class: Sentinel
Rank: Jedi Padawan
Master: Jannus Morai
Force Sensitive? Yes

Personality:

Physical Description:
Distinguishing Marks:

Family:

History: Calista's home world was the aquatic Bestine, a world covered in water but for the few islands that dotted the surface. On those islands, Calista's parents, like the other numerous residents, struggled to turn the rocky island spires into an island paradise. Her parents, unlike most of the residents who worked in the shipyard industry, owned a farm, trying to cultivate the meager land near the shore, the only land which supported any kind of growth. Calista's early life was rife with memories of the farm, with its three fields of plants that were joyous to run through, and of the water. Even from an early age, Calista remembered exploring the tide pools and swimming in Bestine's pristine oceans.

To her, the water was almost like a second home. It felt more natural than the air she was forced to breath, her movements within it unconstrained and fluidic. Even as a child, Calista had proven her skills at swimming in the ocean currents to her parents, that she was allowed in them by the time she was four. Some of the fondest memories she had were from diving under the water to look at the formations of coral that grew along the island's rocky struts, swimming amongst the animals and staring at the wonder of life that the sea beheld.

Calista was nearly too old, said the members of the Jedi Council when she was brought before them. She had been nearly six when a Jedi visitor had asked to see her, and remarked on her potential. Her parents agreed to let her leave to join the ranks of the Jedi, and a sorrowful goodbye had followed. The Jedi Council said they would watch her growth carefully, to ensure that she wasn't allowed to develop any bad habits or harbor feelings from her early life that would threaten her life as a Jedi.

The concerns of the Jedi masters were unnecessary, for the girl soon left all sorrow from her parents behind. They became fond memories to relish, but simply memories nonetheless. What Calista took most out of her life on Bestine was the sea, for it seemed to follow her. There were no oceans on Ossus, at least none near the Jedi Temple. And yet, the Jedi teachers opened the young girl's eyes to an ocean of knowledge, and the currents of the Force. Calista grasped the concepts quickly, and immersed herself in listening to the Force. At first, it was not as pleasurable as physically swimming. The girl nearly gave up and retreated to the comfort of the physical water in pools that were provided for Jedi children to play in. She was convinced by a wise Jedi that more patience was needed, and that, still young, she had her entire life to swim within the Force. Calista gratefully accepted the wise Jedi's wisdom, and returned to her attempts to grasp more understanding of the Force.

Her dedication, determination and the advice of a very wise Jedi soon helped the girl to realize the Force as a sea rife with currents, just as her sea on Bestine had been. And although it had no animals or coral, the Force held many secrets of its own, and was rich in life just as the sea had been. Calista's understanding of the Force soon baffled the Jedi who instructed her, and the Jedi masters of the Council seemed pleased at her growth.

Calista did not develop only in her understanding of the Force, but in friendships as well. Shortly after arriving at the Jedi Temple, she met...TBC

As Calista reached the age whereby training expanded into the physical realm, she soon learned how to balance the Force against her physical movements. Before, the Force was a sea of knowledge and observation that she had merely waded into. With the new training, she learned how to truly swim, to immerse herself within the Force so that her movements and her knowledge could both stem from the Force. It was not a crutch for her, as some would see it; the Force seemed to work side-by-side and seamlessly within Calista's own life. Its knowledge and wisdom gave Calista knowledge and wisdom, and its fluidity and grace gave her fluidity and grace of movement. The Jedi masters of the Council grew ever more pleased of Calista's accomplishments and growth, noting what a rare talent she seemed to possess for embedding the Force in nearly all aspects of her life.

By this time, Calista was now eleven years of age, and nearly approaching the time when she would be taken on by a Jedi Master as an apprentice. To be trained one-on-one by one older and wiser was the custom of the Jedi, and Calista was no exception. As her instructors spoke more of the process, Calista became more excited. She began to see some of the Jedi who visited between missions as potential masters, and tried to question some of them. Her instructors soon learned of this and chastised her for that behavior, explaining that it was improper to request a master; a Jedi Master chose his or her student themselves.

It was common for Jedi seeking padawan learners to attend dueling matches and classroom sessions to observe Jedi students in action and in the process of learning, to determine a suitable candidate for the role.

Roleplaying Sample

RP Sample:

Possessions
Weapons: Orange-bladed Lightsaber
Armour: Dark Grey Jedi Robe
Vehicles:
Other Items:

Other
Skills:
  • Skill Header
Progress
  • Example
[[red] | | | | [/red]| | | | [green]| | | | [/green]]
  • Mental Skills
Progress
  • Intellect
[[red] | | | | [/red]| | | | [green]| | [/green]| | ]
  • Cunning
[[red] | | | | [/red]| | | | [green]| [/green]| | | ]
  • Charisma
[[red] | | | | [/red]| | | | | | | | ]
  • Physical Skills
Progress
  • Pilot
[[red] | | | | [/red]| | | | | | | | ]
  • Physical Fitness
[[red] | | | | [/red]| | | | [green]| [/green]| | | ]
  • Physical Strength
[[red] | | | | [/red]| | | | [green]| [/green]| | | ]
  • Repair
[[red] | | | [/red]| | | | | | | | | ]
  • Force Power
Progress
  • Telepathy
[[red] | | | | [/red]| | | | [green]| | | [/green]| ]
  • Telekinesis
[[red] | | | | [/red]| | | | [green]| | | [/green]| ]
  • Force Push/Pull
[[red] | | | | [/red]| | | | [green]| [/green]| | | ]
  • Force Jump
[[red] | | | | [/red]| | | | | | | | ]
  • Force Speed
[[red] | | | | [/red]| | | | | | | | ]
  • Force Sense
[[red] | | | | [/red]| | | | | | | | ]
  • Force Sight
[[red] | | | | [/red]| | | | | | | | ]
  • Breath Control
[[red] | | | | [/red]| | | | [green]| | | [/green]| ]
  • Comprehend Speech
[[red] | | | | [/red]| | | | | | | | ]
  • Mind Trick
[[red] | | | | [/red]| | | | | | | | ]
  • Force Stun
[[red] | | | | [/red]| | | | [green]| [/green]| | | ]
  • Force Valor
[[red] | | | | [/red]| | | | [green]| [/green]| | | ]
  • Lightsaber Form
Progress
  • Form I: Shii-Cho
[[red] | | | | [/red]| | | | | | | | ]
  • Form II: Makashi
[[red] | | | | [/red]| | | | | | | | ]
  • Form III: Soresu
[[red] | | | | [/red]| | | | [green]| | [/green]| | ]
  • Form IV: Ataru
[[red] | | | | [/red]| | | | | | | | ]


Notes:

Overall Dark/Light Stance
dark----------------light
1 2 3 4 5 6 7 [8] 9 10
35
Character Development / Aeryn Corrino - Into Narnia
Last post by The Insane Admin -
About You
Name: Jordan
Age: 19
How did you find us: I made the site, duh!
Rules Password: Space Ponies!

Character Basics
Name: Aeryn Corrino
Alias(es)/Nickname(s): Ryn, Cor (rarely)
Gender: Male
Age: 13
Race: Human
Status/Title: Prince of Archenland, Squire to Lord Gere of Cornu
Affiliation: Archenland (Intially for Telmar, but perhaps that's misguided?)

Character Appearance
Hair: Brown, shaggy and unkept
Eyes: Blue
Distinguishing marks:
Portrayal: Freddie Highmore


Character Personality
Likes:
  • Swords
  • Doing something better than his brothers
  • Horse riding
  • Mischief
  • Being trusted
  • Having privileges and power
  • Being older than his sisters
Dislikes:
  • Being the youngest son
  • Schoolwork
  • His brothers picking on him
  • Responsibility
  • Following Rules
  • Waiting
  • Being ignored
Strengths:
  • Sword fighting
  • Compassion
  • Valiant
  • Tenacity
  • Noble (in nature, not just status)
  • Loyalty (of his own choosing)
Weaknesses:
  • Mischievous
  • Irresponsible
  • Rebellious
  • Archery
  • Females
  • Being a role model

General Personality: Aeryn possesses quite an interesting character. The fourth son of the Corrino royal line, Aeryn isn't worried about pressure or responsibility. He is not the crown prince and it is not likely he will ever be king at all, especially with three brothers ahead of him. The lack of pressure and future responsibility takes a good deal of the spotlight off of him, allowing Aeryn to be quite carefree and mischievous. He tends to get into trouble by playing pranks on his sisters or doing things that are not regarded as proper for a member of the royalty. Without the pressure of ever becoming King, Aeryn doesn't see much of a need to follow rules. He hates being told what to do, especially by his oldest brother, Cain, who always follows the rules.

Aeryn is frustrated by the inability of having his achievements recognized. When his brothers do something, they are praised for their skill and strength. Aeryn, being younger and less experienced, is not always able to accomplish the same tasks, and, as a result, his rewards are fewer. He is more often greeted with the comment of, 'At least he is the fourth in line,' rather than the praises his brothers get, such as, 'Commendable!' or 'Fit for a future king, indeed!' Aeryn hates being downsized and put down in this manner, and he will do most anything to prove himself to his teachers, older brothers and parents.

Aeryn is generally a calm person, unless you start attacking or antagonizing him. He doesn't respond kindly to mistreatment, and he's more likely to reciprocate or attack his opposition the more he feels uncomfortable. His way with words isn't sharp, but his skills with a sword and fist are honed from years of practice with his lord and brothers, respectively. Aeryn isn't someone to cross lightly, especially with the force of a country's royal line behind him. Even if he isn't due to be King, and even if his brothers do pick on him, he is still family, and there still is a feeling of loyalty stronger than any birth position or sibling rivalry can break.

As Aeryn has grown older, he's begun to pick up on some of the things he's expected to do. One of them is marry, but at the moment, he really can't see himself even liking any girls, much less marrying them. They're too much of a foreign object right now. He can stand his sisters, but even they sometimes do or say things that mess with his thinking. Maybe he'll find somebody who would be more understandable, more down to earth, or maybe he'll just need to grow up some more.

Character History
Parents: Nain and Calista (King and Queen of Archenland)
Siblings:
Brothers: Cain (20), Cade (17), Aiden (15)
Sisters: Daena (11), Ranae (7)

General History: Aeryn was born as the fourth son of King Nain and Queen Calista of Archenland. With three older brothers ahead of him, Aeryn was never even given consideration for being a possible crown prince, unlike his brothers Cade and Aiden. As such, he was allowed a bit more leeway and freedom, his schooling was more relaxed —although he was taught the same repertoire of subjects, when he didn't do his work, his tutor was far more lenient than with his older siblings— and his occasional mischief and cheek was tolerated more than chastised.

Aeryn struggled with the relationship with his brothers. The oldest, Cain, looked on Aeryn as more of a pest and brat than a brother, and either ignored or lectured Aeryn about his wrongdoings. Cade and Aiden, close in age and bond, tended to pick on Aeryn and play minor pranks on him. It was easy for them to blame Aeryn for their own mistakes, too, and this occurred quite frequently. Throughout his life, Aeryn was reminded of his brother's achievements, and if his own did not measure up exactly, they would be dismissed, with the comments something along the lines of, 'At least he is the fourth in line.'

When Aeryn came of the age of nine, his father presented him with a sword, and decided it was time for him to learn the skills that a noble would need: fighting, tactics and diplomacy. As was common in their nation, and as his brothers had before, Aeryn was sent to be a page to one of Archenland's nobles. As Archenland was a small country, it only had six communities large enough to be considered a town, each with a governing noble.

One of those was Anvard, which lay below the Castle at which Aeryn was born and spent most of his life. Two, Lune and Breston, were Baronies which governed the two provinces of Archenland. The other three, Gria, Cornu and Ricton were scattered fiefdoms that were each governed by a Lord. Cain had been sent to Lune for his training, and Cade to Breston. Aiden had gone to Gria for his training, and so Aeryn was sent to the court at Cornu to be a Page.

The Lord of Cornu, Gere, had a wife and two children of his own, a boy three years older than Aeryn named Criso and a girl five years younger named Trina. While Gere and his wife were honored to have Aeryn as a page, their son was not so pleased. He chastised Aeryn for any mistake, and callously referred to him as 'Corrino' whenever they were outside of Lord Gere's earshot. When Aeryn first arrived, Criso, out of jealousy, treated him so badly that Aeryn engaged him in a brawl. The fight did not go well for Aeryn, and Criso used that incident to incite Aeryn's temper again and again over the years.

As a Page to Lord Gere, Aeryn learned a great deal of things. He learned how to fight with a sword, properly, and to ride a horse for battle. He also learned the mannerisms of the court, how to act and behave, which had been previously neglected as part of his studies. As a page, Aeryn was required to help serve the Lord's family at dinnertime and when they entertained guests, and while Criso degraded him for this, Aeryn was always invited to sit at the table with Lord Gere and his family, much to Criso's dismay.

The years continued, and Aeryn learned and grew in many ways. He wasn't always away from his family, though; just as his brothers had done, he returned home for festivals and holidays. And, at least once a year, the King and his family always visited each of the fiefs on his own, which gave Aeryn another opportunity to see his family. Aeryn always looked forward to seeing his sisters and mother, not always so much for his brothers and father. When he was twelve, however, on his father's yearly visit to Cornu, Aeryn and Criso were asked to spar. Neither boy refused, of course, and so the duel took place. Before Criso won him over due to his age and years of training, Aeryn was able to land a few blows that impressed his father, giving Aeryn a more positive view of him.

A few weeks after the sparring match, at the Christmas feast in Anvard, Lord Gere announced that he felt Aeryn had progressed enough to be promoted. As a Page, he would be no longer, but now a Squire. There was much rejoicing and applause, but it was Aeryn who felt the most pride. He never thought he would have been anything more than a Page, especially with Criso constantly attacking him. Criso didn't take the news kindly at all, the jealousy and rivalry between the two growing even stronger. That didn't seem to bother Aeryn, though, he was just happy with his new rank and the prestige it gave him. Even though they were not at war, if Lord Gere ever rode off into battle, Aeryn could now finally ride with him as his Squire.

There were many new responsibilities that came with being a Knight's Squire. At times, Aeryn thought that Cain had an easier time training to be King than he was having training to be a Knight. But Cain had been Knighted on his eighteenth summer feast, and so he had gone through the same experiences as Aeryn was facing now. It didn't seem to give any comfort to Aeryn, who now had to care for Lord Gere's armor and tack, help to care for the horses in Lord Gere's stables, learn how to joust, and still keep up with the duties he'd had as a Page. Sometimes, when he arrived in his room at night, it was all he could do to remove his boots and then collapse onto his bed.

Not too long after his thirteenth birthday, Lord Gere, Criso and Aeryn were summoned to Anvard. There, along with the rest of Archenland's royal and noble court, they were informed that they were all needed to render assistance in Narnia. An army was being raised, for one larger than their standing army was needed, and it would take many weeks to complete it. Each of the nobles were told to return to their fiefs and towns to recruit for their army, and they were given large sums of money with which to do so.

Archenland had once been ruled by the son of a Narnian King, King Col. Throughout its history, Archenland had been on friendly terms with the rulers of Narnia, all except for the Hundred Year Winter, when the Witch Jadis had ruled. When Caspian the Conqueror had declared himself King of Narnia, Archenland made no move to dispute it. So long as trade continued in the manner it did, there was no use in warring with the much larger Narnia. And this mentality remained for the past hundred years, through the reign of King Miraz. And so when Miraz requested Archenland's assistance in putting down the rebels that arose, there was no doubt or dispute for the request. Just as Narnia had come to Archenland's assistance before, so now would Archenland render its own assistance to Narnia.

Lord Gere, Criso and Aeryn returned to Cornu. Being situated not far from the Stormness mount range that separated Archenland from Narnia, it was a good place from which to launch a messenger. After a few weeks of recruiting soldiers, Aeryn's father arrived in Cornu to oversee the army's assemblage in the camp that was forming a few miles away. He wanted Aeryn to ride forth into Narnia, to seek out Miraz and inform him that Archenland's army was ready and would ride forth within a few days. With letters from King Nain addressed to King Miraz packed away in his saddle, Aeryn mounted his strawberry roan, Vale, and rode for Narnia.

Other/Notes:
Plot Ideas:
-Aeryn rides into Narnia, asking for directions to Miraz' army along the way.
-Aeryn either rides into the camp of or is captured by the Old Narnians and brought to their camp
-Aeryn realizes that the Old Narnians are in the right, and wants to ride back to head off his father before the Archenlanders join Miraz
-and so on

Sample
RP Sample:
Sample from the previous Narnia RPG I played on, I played Peter. Full thread here.
Quote
To sleep, perchance to dream. Aye, there's the rub indeed. For with no sleep, no dreams may come, and weary is the restless soul who must endure the tick-tock of the clock for all the hours of the night. Though, true, there were no clocks in Narnia, at least none that would fit on a nightstand or in a room's corner. Metaphorically, it held true, and if he listened hard enough, he was sure he could hear the faint ticking of the massive clock that topped the tower across the courtyard. Maybe it was all in his head. No matter the source, he wasn't pleased with the prospect of staying in his bed the entire night. If he had to be awake, he'd be such in a more satisfying position, and location.

The High King of Narnia indeed. Wasn't there some law he could make that could force his body to sleep? Peter mused on the thought as he rose from his bed and donned a robe. Much unlike his simple robe of years previous, this one was adorned in the height of Narnian regal fashion, dyed a deep blue and embroidered with a golden lion as a badge. Such finery was all but lost on Peter, who could have cared less if his clothing was made from the finest silks of the Lone Islands or from Narnian wool. So long as it fit his still-growing body and kept him warm during the winter months, cool during the summers, and looked acceptably fashionable, he would wear it. The clothes better suited Susan, who, despite her notorioty for being a bookworm, had grown to love the beautiful clothes and jewelry that Narnian monarchs were expected to wear.

As he stepped out of his bedchambers, Peter thought about spending the early morning hours talking with one of his siblings. He dismissed it instantly, no sense in subjecting another member of his family to his misery. Turning decisively away from the long hall of bedrooms, the young man made his way down the halls of the private quarters. The flickering torchlight illuminated the way, and cast ghastly shadows upon the walls and floor, something that might have provoked a twinge of fear had Peter been younger, and not more accustomed to the castle at night. The castle was quiet, allowing the young king to focus on his thoughts.

Peter wandered the halls for some time, never truly having a destination in mind. The time was mostly spent consumed in thought, and so it's not hard to understand why the faint clanking and thumping failed to register on the young man's mind until he reached a nearer place from which it eminated. Placing his thoughts aside for a moment, Peter followed the sounds, relying on his ear to detect their position and volume. Drawing near, the young king was able to discern their source, and wasn't surprised to find that it came from within the kitchens. A constant source of noise during the day, the kitchens were generally quiet at night, when all of the castle's servants and cooks were home or in their quarters, fast asleep or performing silent activities.

Peering around the corner, he had expected to find a satyr or nymph poking its head into one of the cupboards. Or perhaps a faun, who were known for staying up at odd hours of the night. Instead, Peter was surprised to find his youngest sister, opening cabinets and drawers, apparently searching for something. He stood at the doorway, watching in silence. Maybe she would turn around and see him there, and that would be enough to send her back to bed. Peter didn't want a grumpy sister in the morning, he knew he would be in that mood himself, and dealing with another like him would make the day go worse. And he didn't feel like chiding her, although his body seemed alert and unwilling to sleep, his mind, on the other hand, was weary and tired, constantly urging his body to climb in bed and rest.

Minutes passed and his youngest sister still paid him no mind. Speaking would probably make her jump, but there was no avoiding it now. Oh well. "Lose something, Lucy? Or are we chasing dreams in the kitchen these days?" He added a smile for assurance, but he knew it wouldn't help...much. Figuring the damage was already done, Peter added, "Shouldn't you be in bed by now, anyways?"
36
Character Name: Saraiyu Dreikyyn

Character's Nickname: Sarai

Character's Alias(es): Supernova

Character Age: 14

Character Sex: Female

Initial Personality: Sarai is curious and outgoing, never afraid to talk to someone. She is cautious, though, in trusting people with personal or intimate information. She is compassionate, eager to help people with their problems, and in most any way she can, even if she doesn't know how. Sarai is an energetic and active individual and this can sometimes generate impatience. She finds an outlet, however, in dance and music, and is able to positively release the pent-up energy.

Underlying Personality: Sarai is meticulous in her work, almost overly so for someone her age. She is careful to check every back door and entryway in her work, making sure that it is relatively foolproof. She takes care to make sure that even though she is able to hack the particular system or signal in the Cortex, someone else has a harder time, often closing doors as she backs out of them, though she often leaves a small opening should she have to use the same pathway again.

Intelligent and mature for her age, it is almost difficult to believe that Sarai is fourteen. When one gets to know her, however, she does reveal her more childish and playful self, though it sometimes slips in the presence of strangers.

As a child, Sarai was a bit of a tomboy, and although her entrance into puberty and adolescence has dulled the effects, she still portrays some tomboyish characteristics. Her clothing has evolved to display some feminine characteristics, and she is more comfortable in female-specific clothing, but she gives a large amount of attention to physical activities, instead of devoting her attention to obsessing over clothes and her appearance.

Appearance:

Sarai is about at average height and weight for her age of fourteen, standing at just over five feet, and weighing just under one hundred pounds. She is small in stature and build, not much for muscle. Her looks are mostly average, but they hint at something greater, further beauty that could be enhanced in the future. Her brown eyes compliment her lightly tanned skin and brown hair, which is sometimes kept in a pony tail, or wrapped in a handkerchief.

Sarai's clothes follow her tomboyish tendencies of childhood, although in the more recent years they have gradually evolved to become more feminine. She likes the comfort of shirts and pants over dresses and skirts, however her choices of the clothing in that variety defines her clearly as a girl. She has a number of outfits, and although she doesn't actively try to fashionably coordinate them, they do end up looking relatively well together. She often dresses simple, a tank top, close-fitting jeans and shoes, with her hair down but her head wrapped in a handkerchief spotted with Chinese characters.

Equipment:
-PDA - Like many citizens of the 'Verse, Sarai carries a PDA. At first glance, it appears no different from any standard device. A small plate, concealed by a thin joint, covers an array of jacks and plugs to insert any number of external devices, located on the PDA's right side panel. The PDA, too, is not like a standard PDA in its workings, but contains an entirely different operating system and a number of programs that work to defeat countermeasures and find weaknesses in signals and computer systems. A small projector on the device can display a holographic version of a desktop-sized keyboard to easily input raw commands to the device.
-Wires and plugs - In order to hack specific systems, be it a door panel or a terminal, Sarai has to link her PDA to it via a wire or plug. She has a few of these with different connection devices to be able to easily access a wide number of systems and devices.
-Lockbreaker - A small device that can attach to a door's lock or panel system and work in a variety of different ways to override the lock. It can employ a magnetic field, a pulse that can reverse the polarity of the lock, or a generator that cycles through possible combinations of codes for the lock until it finds the right one.
-Boombox - As she loves music and dancing, Sarai carries a boombox that allows her to project music through small, but powerful speakers, or configure it to transmit to wireless earbuds that are carried in the boombox' compartment. The device itself is smaller than the antiquated music players of Earth-That-Was, no bigger than a wallet for ease of portability. The device contains its own storage mechanism that can hold music in its own hard drive, instead of relying on external mediums to be inserted, although it does have a rarely-used slot for that.
-Mismatched components - Sarai also carries a few salvaged components from old PDAs and a range of other devices. Individually, they can do nothing, they are broken, but they could be used someday to enhance a device or be built into a new one completely.

Known History: Sarai's parents disappeared when she was three, and from then on she was raised by her uncle and aunt. Her uncle worked for Blue Sun as a member of their research and development team on new security technologies. Sarai achieved good grades in both primary and secondary school, and caused little trouble. Sarai was involved in a group of teenagers, a street gang, that was built on dancing, called b-boying.

Other History: Nobody is quite sure what happened to Saraiyu's parents. Whether they died, abandoned their child or were kidnapped, they disappeared when Sarai was only three. Her uncle and aunt took her in, raising her as their own child, as they had none. For the first several years of her life, things went well. Her uncle worked for Blue Sun as a member of their research and development team that worked on developing new technologies in the field of security. He was able to supply the family with good money, and send Sarai to a well-off school.

Sarai's primary school years went by quickly. She was a good student, she studied hard and got moderately high marks. She made friends with the children at school easily, too. They all got along well and played together on the streets of Ariel. One day, when Sarai was eight, she and some of her friends were wandering along one of the side streets and saw a group of teens dancing. They had music playing that she later learned was an older style, hip hop, that had survived from Earth-That-Was. They called themselves b-boys and their dancing, they called b-boying.

Sarai was intrigued, and felt drawn to this type of activity. Her tomboyish instinct took over, and she tried it. It was difficult at first, but she soon got the hang of the toprocks, downrocks, power moves and the freeze, all parts of b-boying, referred to by some as breakdancing. She started to hang around these teens more often, eventually claiming them as her sole friends. Her dancing improved, and she was able to execute some of the more advanced moves, such as a variant of windmills called the Genie. Her personal favorite, however was a type of freeze called an Airbaby.

While she enjoyed hanging out with the teenagers, ten-year-old Sarai was not well included, or respected by the group. They made jokes about her age and wouldn't let her join them in some of their excursions beyond the small little street they gathered to dance on. She was adamant, however, about getting respect, and she was told one day if she could tell them how to break into the door of a local grocery shop, they would look on her in a better manner. Puzzled as to why they would want that, she undertook the task anyways. Being that her uncle worked in the area of security, she asked him about the lock when they visited the store for some products that could not be freshly procured from off-world. He told her that, being an older and cheap model, a simple magnet could wipe the lock system's memory clean and thus would deactivate the lock.

Going back to her friends, she told them that she had found the answer. When they asked for it, she refused to give it up unless they let her go with them. Reluctantly, they agreed, and lead her to the store. It was dark, being after hours, and the store was locked up, the system set to alarm the feds if anyone tried to break in. With the use of the magnet, the lock system's memory was wiped clean, and the door was left unlocked. Immediately, her friends barged in and started to loot the store, taking products off the shelves and overturning stands and displays. Sarai was horrified, she hadn't expected this, but her friends told her that if she alerted the feds or anyone to what had happened, they would turn her in for showing them how to break the lock. She kept quiet under this threat, and tried to put the event out of her mind.

Sarai enjoyed dancing with the group for several more weeks until they were again in need of her services. This time, though, the lock was more complicated. It required a different kind of device, one that would cycle through the possible codes until it found the one that activated the door. Not having anything like that, Sarai again looked discretely to her uncle. He kept a workshop full of parts and devices, most of which she had no knowledge of their use or purpose. She began trying to question him on the devices' purpose and usage, and her uncle answered her in a manner that he thought harmless, as if it was only her curiosity playing up. Eventually, her uncle showed her a device that was able to try to break a lock system a number of different ways, one that was used to test the lock systems that they developed.

Taking the lockbreaker, Sarai once again reported back to her friends. And again she insisted on coming with to perform the function of breaking down the doorway. Not as shocked this time, she was still a bit uncomfortable with the actions that her friends were taking, but her own actions were rewarding her with more respect and less jokes thrown her way. That was more important in her immature mind, and she went along with it for the sake of enjoying the benefits of respect and admiration that the group had begun to give her.

This went on repeatedly over the course of the next several months, as the group ran into tougher and tougher security on different jobs. Sarai eventually learned that there was a man who hired the group to heist products and items from certain shops and he would sell them on the black market. In return, they received a hefty cut of the goods, which was entirely profit since they had to do nothing to obtain the items. When she found out, Sarai immediately demanded to be brought in on the cut, since she deserved it for her part in the work. After she threatened to withdraw her participation, and thus their ability to get into the places they needed, the group relented.

Sarai's curiosity was, in part, true, and her uncle began teaching her more and more about his work. He showed her the ways that they developed lock systems and tested them. She seemed more interested in the testing aspect, as that was how she could break into the lock systems that the group required. Her uncle showed her how to program a PDA to break into a computer terminal in their house, and that's what truly ignited her quest for learning.

Hacking soon became a daily exercise, and soon her uncle joined in, implementing some of Blue Sun's older models into computers and door locks and the like, challenging her to break the lock or hack the system. It worked well, and Sarai's knowledge increased exponentially. Her uncle built her a customized PDA that contained a small panel for connecting to systems and other devices by wires and plugs, and contained a number of programs that could be used to break into systems. With this knowledge and ability, Sarai helped her friends by breaking into more complex locks, and even hacking knowledge out of databases. She was paid well in return, and the money was invested into developing more software and techniques to break further systems.

Along with teaching her the basics of hacking and breaking locks, Sarai's uncle also taught her how to fly a starship. Her uncle and aunt owned one of their own, just a long-range shuttle to make the trip to Blue Sun's headquarters when her uncle was needed there. Sarai learned how to fly on that, becoming a moderately capable pilot for her age. She had nothing bigger to fly, excepting an incident when their shuttle ran out of fuel mid-trip, and a transport picked up their distress signal. The transport was considerably slower, but Sarai was able to use the time to befriend the crew and pilot, who subsequently let her fly the ship a ways, and even begin the landing process until she nearly lost control, forcing the pilot to take over. He thanked her, though, and thought she would make a terrific pilot someday.

This continued on until Sarai was twelve. The man who orchestrated the group's jobs came upon a huge job, one that required hacking into the Cortex itself. It wasn't an easy feat to muster, nor could it be done without caution, as the Alliance was constantly scoping the Cortex for hacking attempts. Sarai convinced the group to take it on, however, and duped her uncle into training her against up-to-date Blue Sun systems to get a feel for the type of security the Cortex employed.

It took a year and a half to find an opening in the Cortex' systems to exploit and tunnel into. And more weeks of navigating the outer edges of the system to find the access portal that would allow Sarai to log into the Cortex' inner systems. Once there, she had to backtrack through its roots to find the access key that would enable her to determine how the access code and password were generated. This, too, took time, and once she was able to determine the key, the scope of the problem became clear. The Cortex used the most up-to-date systems, ahead of even Blue Sun. The access keys contained alphanumerical characters of both the Latin and Chinese alphabets, and rotated on a thirty-second cycle. Once input or generated, the same string of characters could never be used again.

After months of work, Sarai finally perfected the generator to the best of her abilities, and set on the task of planning out the hack. She would go through the opening she had found, rerouting her access through computers on Ariel and other Core worlds to make her signal's origin lost to the Alliance counter-hackers. She would use other methods to cover her tracks as well, making it nearly impossible for anyone find her at all. Once inside, she would use the generator to type in the access code and password and get in, retrieve the data, and get out. Before shutting it down, she would leave a small trojan in the network, afterwards she would shut the opening she had found, the trojan making sure that she could access the Cortex again if she ever needed to.

It was foolproof, and nothing could possibly go wrong, or so she thought. A few weeks before her fourteenth birthday, she made her attempt. Everything went well in the beginning, until she came to the login screen. She typed in the code and password necessary, and took a few seconds too long, using a seconds-obsolete password. Her login failed and she triggered an internal alert that sent her scrambling to cover her tracks. She routed her access to several networks and shut down her own access, hoping the Alliance would be too confused to find the right path.

She waited a few weeks, and nothing happened. On the eve of her fourteenth birthday, Sarai tried again. This time, it worked perfectly, the access code and password granting her the access she needed. Taking the information her group's contact required, she paused before shutting down. Instead, she went on a small mission of destruction, planting in a program she had written. It overrode every Cortex feed with a visual of a red supergiant star imploding on itself until it reached the very center of its core, then exploding outwards in a wave of sound and light. When the wake cleared, the emboldened letters SUPERNOVA, the codename she had chosen for herself, would appear on the screen, and the sequence would repeat. Inserting her program, she ran through her shutdown sequence, and got out.

The program, unfortunately, didn't work quite as planned. Instead of overriding every cortex feed, it seems that some fail-safe program Sarai had been unaware of had shut it down before it could break out of Ariel's planetary Cortex network. The damage did extend to the entire planet, however, and for the few seconds that it ran, every Cortex feed on Ariel displayed the exact same visual display.

Thinking the Alliance would try to cover up the incident, Sarai was surprised to find the opposite reaction. The news feeds had picked up the story, talk show hosts were discussing it, and even shows that had nothing to do with current events made references to Supernova. Her hacker persona was profiled by many different groups. Some said it was a former Browncoat who sought revenge on the Alliance. Others thought it was Mr. Universe, assuming a different persona, but he denied it at once. No one seemed to suspect that it was a fourteen-year-old girl who had brought down Ariel's planetary Cortex network.

A few days after the hacking incident, however, her uncle lost his job. Unaware if the Alliance had discovered her in the hacking incident, suspected her uncle, or if he was a victim of the wave of layoffs that had occurred in major corporations that supplied the Cortex with components and materials. Not willing to take chances, Sarai went to her friends and begged them to help. They refused, as did their contact who organized their heists. Angry, but too scared to do anything about it, Sarai packed up her things and took everything she thought might implicate her uncle in her actions. Catching a shuttle to a border world, Sarai looked for a transport, hoping to find a ship to utilize her skills on, perhaps even train her piloting skill, while she waited for the escapade to die down.

Skills and Training: (Before you ask how she got them, read the bio.)
-Experienced Hacker - Sarai has great experience with hacking lock systems and computer systems. She once hacked into and overrode the entire planetary Cortex network of Ariel.
-B-girl/breakdancer - Sarai enjoys and is very skilled at b-girling/b-boying, or breakdancing.
-Basic Pilot - Sarai is a basic pilot, she can fly a shuttle with no problem, but she has trouble handling a larger vessel, such as a freighter or transport. She seems to have a naturally talent for this, and her potential might come to fruition someday.

Weaknesses:
-Impatience - Sarai has little use for waiting around, she wants to be doing something or watching something get done.
-Attention to detail - Although this is generally considered a strength, it can also prove to be a weakness for Sarai, and leads to others' dislike of her for pointing out the little mistakes and things they do wrong.

I HAVE READ AND UNDERSTAND THE RULES: [YES]
37
Quote from: From FS Board
Character's Name: Saraiyu Dreikyyn

Character's Nickname: Sarai

Character's Alias(es): Supernova

Character's Age: 13

Personality: Sarai is curious and outgoing, never afraid to talk to someone. She is cautious, though, in trusting people with personal or intimate information. She is compassionate, eager to help people with their problems, and in most any way she can, even if she doesn't know how. Sarai is an energetic and active individual and this can sometimes generate impatience. She finds an outlet, however, in dance and music, and is able to positively release the pent-up energy.

Sarai is meticulous in her work, almost overly so for someone her age. She is careful to check every back door and entryway in her work, making sure that it is relatively foolproof. She takes care to make sure that even though she is able to hack the particular system or signal in the Cortex, someone else has a harder time, often closing doors as she backs out of them, though she often leaves a small opening should she have to use the same pathway again.

Intelligent and mature for her age, it is almost difficult to believe that Sarai is thirteen. When one gets to know her, however, she does reveal her more childish and playful self, though it sometimes slips in the presence of strangers.

As a child, Sarai was a bit of a tomboy, and although her entrance into puberty and adolescence has dulled the effects, she still portrays some tomboyish characteristics. Her clothing has evolved to display some feminine characteristics, and she is more comfortable in female-specific clothing, but she gives a large amount of attention to physical activities, instead of devoting her attention to obsessing over clothes and her appearance.

Appearance: Sarai is about at average height and weight for her age of thirteen, standing at just over five feet, and weighing just under one hundred pounds. She is small in stature and build, not much for muscle. Her looks are mostly average, but they hint at something greater, further beauty that could be enhanced in the future. Her brown eyes compliment her lightly tanned skin and brown hair, which is sometimes kept in a pony tail, or wrapped in a handkerchief.

Sarai's clothes follow her tomboyish tendencies of childhood, although in the more recent years they have gradually evolved to become more feminine. She likes the comfort of shirts and pants over dresses and skirts, however her choices of the clothing in that variety defines her clearly as a girl. She has a number of outfits, and although she doesn't actively try to fashionably coordinate them, they do end up looking relatively well together. She often dresses simple, a tank top, close-fitting jeans and shoes, with her hair down but her head wrapped in a handkerchief spotted with Chinese characters.

Equipment:
-PDA - Like many citizens of the 'Verse, Sarai carries a PDA. At first glance, it appears no different from any standard device. A small plate, concealed by a thin joint, covers an array of jacks and plugs to insert any number of external devices, located on the PDA's right side panel. The PDA, too, is not like a standard PDA in its workings, but contains an entirely different operating system and a number of programs that work to defeat countermeasures and find weaknesses in signals and computer systems. A small projector on the device can display a holographic version of a desktop-sized keyboard to easily input raw commands to the device.
-Wires and plugs - In order to hack specific systems, be it a door panel or a terminal, Sarai has to link her PDA to it via a wire or plug. She has a few of these with different connection devices to be able to easily access a wide number of systems and devices.
-Lockbreaker - A small device that can attach to a door's lock or panel system and work in a variety of different ways to override the lock. It can employ a magnetic field, a pulse that can reverse the polarity of the lock, or a generator that cycles through possible combinations of codes for the lock until it finds the right one.
-Boombox - As she loves music and dancing, Sarai carries a boombox that allows her to project music through small, but powerful speakers, or configure it to transmit to wireless earbuds that are carried in the boombox' compartment. The device itself is smaller than the antiquated music players of Earth-That-Was, no bigger than a wallet for ease of portability. The device contains its own storage mechanism that can hold music in its own hard drive, instead of relying on external mediums to be inserted, although it does have a rarely-used slot for that.
-Mismatched components - Sarai also carries a few salvaged components from old PDAs and a range of other devices. Individually, they can do nothing, they are broken, but they could be used someday to enhance a device or be built into a new one completely.

History: Nobody is quite sure what happened to Saraiyu's parents. Whether they died, abandoned their child or were kidnapped, they disappeared when Sarai was only three. Her uncle and aunt took her in, raising her as their own child, as they had none. For the first several years of her life, things went well. Her uncle worked for Blue Sun as a member of their research and development team that worked on developing new technologies in the field of security. He was able to supply the family with good money, and send Sarai to a well-off school.

Sarai's primary school years went by quickly. She was a good student, she studied hard and got moderately high marks. She made friends with the children at school easily, too. They all got along well and played together on the streets of Ariel. One day, when Sarai was eight, she and some of her friends were wandering along one of the side streets and saw a group of teens dancing. They had music playing that she later learned was an older style, hip hop, that had survived from Earth-That-Was. They called themselves b-boys and their dancing, they called b-boying.

Sarai was intrigued, and felt drawn to this type of activity. Her tomboyish instinct took over, and she tried it. It was difficult at first, but she soon got the hang of the toprocks, downrocks, power moves and the freeze, all parts of b-boying, referred to by some as breakdancing. She started to hang around these teens more often, eventually claiming them as her sole friends. Her dancing improved, and she was able to execute some of the more advanced moves, such as a variant of windmills called the Genie. Her personal favorite, however was a type of freeze called an Airbaby.

While she enjoyed hanging out with the teenagers, ten-year-old Sarai was not well included, or respected by the group. They made jokes about her age and wouldn't let her join them in some of their excursions beyond the small little street they gathered to dance on. She was adamant, however, about getting respect, and she was told one day if she could tell them how to break into the door of a local grocery shop, they would look on her in a better manner. Puzzled as to why they would want that, she undertook the task anyways. Being that her uncle worked in the area of security, she asked him about the lock when they visited the store for some products that could not be freshly procured from off-world. He told her that, being an older and cheap model, a simple magnet could wipe the lock system's memory clean and thus would deactivate the lock.

Going back to her friends, she told them that she had found the answer. When they asked for it, she refused to give it up unless they let her go with them. Reluctantly, they agreed, and lead her to the store. It was dark, being after hours, and the store was locked up, the system set to alarm the feds if anyone tried to break in. With the use of the magnet, the lock system's memory was wiped clean, and the door was left unlocked. Immediately, her friends barged in and started to loot the store, taking products off the shelves and overturning stands and displays. Sarai was horrified, she hadn't expected this, but her friends told her that if she alerted the feds or anyone to what had happened, they would turn her in for showing them how to break the lock. She kept quiet under this threat, and tried to put the event out of her mind.

Sarai enjoyed dancing with the group for several more weeks until they were again in need of her services. This time, though, the lock was more complicated. It required a different kind of device, one that would cycle through the possible codes until it found the one that activated the door. Not having anything like that, Sarai again looked discretely to her uncle. He kept a workshop full of parts and devices, most of which she had no knowledge of their use or purpose. She began trying to question him on the devices' purpose and usage, and her uncle answered her in a manner that he thought harmless, as if it was only her curiosity playing up. Eventually, her uncle showed her a device that was able to try to break a lock system a number of different ways, one that was used to test the lock systems that they developed.

Taking the lockbreaker, Sarai once again reported back to her friends. And again she insisted on coming with to perform the function of breaking down the doorway. Not as shocked this time, she was still a bit uncomfortable with the actions that her friends were taking, but her own actions were rewarding her with more respect and less jokes thrown her way. That was more important in her immature mind, and she went along with it for the sake of enjoying the benefits of respect and admiration that the group had begun to give her.

This went on repeatedly over the course of the next several months, as the group ran into tougher and tougher security on different jobs. Sarai eventually learned that there was a man who hired the group to heist products and items from certain shops and he would sell them on the black market. In return, they received a hefty cut of the goods, which was entirely profit since they had to do nothing to obtain the items. When she found out, Sarai immediately demanded to be brought in on the cut, since she deserved it for her part in the work. After she threatened to withdraw her participation, and thus their ability to get into the places they needed, the group relented.

Sarai's curiosity was, in part, true, and her uncle began teaching her more and more about his work. He showed her the ways that they developed lock systems and tested them. She seemed more interested in the testing aspect, as that was how she could break into the lock systems that the group required. Her uncle showed her how to program a PDA to break into a computer terminal in their house, and that's what truly ignited her quest for learning.

Hacking soon became a daily exercise, and soon her uncle joined in, implementing some of Blue Sun's older models into computers and door locks and the like, challenging her to break the lock or hack the system. It worked well, and Sarai's knowledge increased exponentially. Her uncle built her a customized PDA that contained a small panel for connecting to systems and other devices by wires and plugs, and contained a number of programs that could be used to break into systems. With this knowledge and ability, Sarai helped her friends by breaking into more complex locks, and even hacking knowledge out of databases. She was paid well in return, and the money was invested into developing more software and techniques to break further systems.

Along with teaching her the basics of hacking and breaking locks, Sarai's uncle also taught her how to fly a starship. Her uncle and aunt owned one of their own, just a long-range shuttle to make the trip to Blue Sun's headquarters when her uncle was needed there. Sarai learned how to fly on that, becoming a moderately capable pilot for her age. She had nothing bigger to fly, excepting an incident when their shuttle ran out of fuel mid-trip, and a transport picked up their distress signal. The transport was considerably slower, but Sarai was able to use the time to befriend the crew and pilot, who subsequently let her fly the ship a ways, and even begin the landing process until she nearly lost control, forcing the pilot to take over. He thanked her, though, and thought she would make a terrific pilot someday.

This continued on until Sarai was twelve. The man who orchestrated the group's jobs came upon a huge job, one that required hacking into the Cortex itself. It wasn't an easy feat to muster, nor could it be done without caution, as the Alliance was constantly scoping the Cortex for hacking attempts. Sarai convinced the group to take it on, however, and duped her uncle into training her against up-to-date Blue Sun systems to get a feel for the type of security the Cortex employed.

It took months to find an opening in the Cortex' systems to exploit and tunnel into. And more weeks of navigating the outer edges of the system to find the access portal that would allow Sarai to log into the Cortex' inner systems. Once there, she had to backtrack through its roots to find the access key that would enable her to determine how the access code and password were generated. This, too, took time, and once she was able to determine the key, the scope of the problem became clear. The Cortex used the most up-to-date systems, ahead of even Blue Sun. The access keys contained alphanumerical characters of both the Latin and Chinese alphabets, and rotated on a thirty-second cycle. Once input or generated, the same string of characters could never be used again.

After a month of work, Sarai perfected the generator to the best of her abilities, and set on the task of planning out the hack. She would go through the opening she had found, rerouting her access through computers on Ariel and other Core worlds to make her signal's origin lost to the Alliance counter-hackers. She would use other methods to cover her tracks as well, making it nearly impossible for anyone find her at all. Once inside, she would use the generator to type in the access code and password and get in, retrieve the data, and get out. Before shutting it down, she would leave a small trojan in the network, afterwards she would shut the opening she had found, the trojan making sure that she could access the Cortex again if she ever needed to.

It was foolproof, and nothing could possibly go wrong, or so she thought. A few weeks before her thirteenth birthday, she made her attempt. Everything went well in the beginning, until she came to the login screen. She typed in the code and password necessary, and took a few seconds too long, using a seconds-obsolete password. Her login failed and she triggered an internal alert that sent her scrambling to cover her tracks. She routed her access to several networks and shut down her own access, hoping the Alliance would be too confused to find the right path.

She waited a few weeks, and nothing happened. On the eve of her thirteenth birthday, Sarai tried again. This time, it worked perfectly, the access code and password granting her the access she needed. Taking the information her group's contact required, she paused before shutting down. Instead, she went on a small mission of destruction, planting in a program she had written. It overrode ever Cortex feed with a visual of a red supergiant star imploding on itself until it reached the very center of its core, then exploding outwards in a wave of sound and light. When the wake cleared, the emboldened letters SUPERNOVA, the codename she had chosen for herself, would appear on the screen, and the sequence would repeat. Inserting her program, she ran through her shutdown sequence, and got out.

Thinking the Alliance would try to cover up the incident, Sarai was surprised to find the opposite reaction. The news feeds had picked up the story, talk show hosts were discussing it, and even shows that had nothing to do with current events made references to Supernova. Her hacker persona was profiled by many different groups. Some said it was a former Browncoat who sought revenge on the Alliance. Others thought it was Mr. Universe, assuming a different persona, but he denied it at once. No one seemed to suspect that a just barely-thirteen-year-old girl had brought down the 'verse-wide Cortex.

A few days after the hacking incident, however, her uncle lost his job. Unaware if the Alliance had discovered her in the hacking incident, suspected her uncle, or if he was a victim of the wave of layoffs that had occurred in major corporations that supplied the Cortex with components and materials. Not willing to take chances, Sarai went to her friends and begged them to help. They refused, as did their contact who organized their heists. Angry, but too scared to do anything about it, Sarai packed up her things and took everything she thought might implicate her uncle in her actions. Catching a shuttle to a border world, Sarai looked for a transport, hoping to find a ship to utilize her skills on, perhaps even train her piloting skill, while she waited for the escapade to die down.


Skills: (Before you ask how she got them, read the bio.)
-Experienced Hacker - Sarai has great experience with hacking lock systems and computer systems.
-B-girl/breakdancer - Sarai enjoys and is very skilled at b-girling/b-boying, or breakdancing.
-Basic Pilot - Sarai is a basic pilot, she can fly a shuttle with no problem, but she has trouble handling a larger vessel, such as a freighter or transport.

Flaws:
-Impatience - Sarai has little use for waiting around, she wants to be doing something or watching something get done.
-Attention to detail - Although this is generally considered a strength, it can also prove to be a weakness for Sarai, and leads to others' dislike of her for pointing out the little mistakes and things they do wrong.

Faction Standings:
Alliance: Neutral
Black Market: Neutral
Merchants Guild: Neutral
Pirates: Neutral
38
Character Name: Saraiyu Dreikyyn

Character's Nickname: Sarai

Character's Alias(es): Supernova

Character Age: 13

Character Sex: Female

Initial Personality: Sarai is curious and outgoing, never afraid to talk to someone. She is cautious, though, in trusting people with personal or intimate information. She is compassionate, eager to help people with their problems, and in most any way she can, even if she doesn't know how. Sarai is an energetic and active individual and this can sometimes generate impatience. She finds an outlet, however, in dance and music, and is able to positively release the pent-up energy.

Underlying Personality: Sarai is meticulous in her work, almost overly so for someone her age. She is careful to check every back door and entryway in her work, making sure that it is relatively foolproof. She takes care to make sure that even though she is able to hack the particular system or signal in the Cortex, someone else has a harder time, often closing doors as she backs out of them, though she often leaves a small opening should she have to use the same pathway again.

Intelligent and mature for her age, it is almost difficult to believe that Sarai is thirteen. When one gets to know her, however, she does reveal her more childish and playful self, though it sometimes slips in the presence of strangers.

As a child, Sarai was a bit of a tomboy, and although her entrance into puberty and adolescence has dulled the effects, she still portrays some tomboyish characteristics. Her clothing has evolved to display some feminine characteristics, and she is more comfortable in female-specific clothing, but she gives a large amount of attention to physical activities, instead of devoting her attention to obsessing over clothes and her appearance.

Appearance:

Sarai is about at average height and weight for her age of thirteen, standing at just over five feet, and weighing just under one hundred pounds. She is small in stature and build, not much for muscle. Her looks are mostly average, but they hint at something greater, further beauty that could be enhanced in the future. Her brown eyes compliment her lightly tanned skin and brown hair, which is sometimes kept in a pony tail, or wrapped in a handkerchief.

Sarai's clothes follow her tomboyish tendencies of childhood, although in the more recent years they have gradually evolved to become more feminine. She likes the comfort of shirts and pants over dresses and skirts, however her choices of the clothing in that variety defines her clearly as a girl. She has a number of outfits, and although she doesn't actively try to fashionably coordinate them, they do end up looking relatively well together. She often dresses simple, a tank top, close-fitting jeans and shoes, with her hair down but her head wrapped in a handkerchief spotted with Chinese characters.

Equipment:
-PDA - Like many citizens of the 'Verse, Sarai carries a PDA. At first glance, it appears no different from any standard device. A small plate, concealed by a thin joint, covers an array of jacks and plugs to insert any number of external devices, located on the PDA's right side panel. The PDA, too, is not like a standard PDA in its workings, but contains an entirely different operating system and a number of programs that work to defeat countermeasures and find weaknesses in signals and computer systems. A small projector on the device can display a holographic version of a desktop-sized keyboard to easily input raw commands to the device.
-Wires and plugs - In order to hack specific systems, be it a door panel or a terminal, Sarai has to link her PDA to it via a wire or plug. She has a few of these with different connection devices to be able to easily access a wide number of systems and devices.
-Lockbreaker - A small device that can attach to a door's lock or panel system and work in a variety of different ways to override the lock. It can employ a magnetic field, a pulse that can reverse the polarity of the lock, or a generator that cycles through possible combinations of codes for the lock until it finds the right one.
-Boombox - As she loves music and dancing, Sarai carries a boombox that allows her to project music through small, but powerful speakers, or configure it to transmit to wireless earbuds that are carried in the boombox' compartment. The device itself is smaller than the antiquated music players of Earth-That-Was, no bigger than a wallet for ease of portability. The device contains its own storage mechanism that can hold music in its own hard drive, instead of relying on external mediums to be inserted, although it does have a rarely-used slot for that.
-Mismatched components - Sarai also carries a few salvaged components from old PDAs and a range of other devices. Individually, they can do nothing, they are broken, but they could be used someday to enhance a device or be built into a new one completely.

Known History: Sarai's parents disappeared when she was three, and from then on she was raised by her uncle and aunt. Her uncle worked for Blue Sun as a member of their research and development team on new security technologies. Sarai achieved good grades in both primary and secondary school, and caused little trouble. Sarai was involved in a group of teenagers, a street gang, that was built on dancing, called b-boying.

Other History: Nobody is quite sure what happened to Saraiyu's parents. Whether they died, abandoned their child or were kidnapped, they disappeared when Sarai was only three. Her uncle and aunt took her in, raising her as their own child, as they had none. For the first several years of her life, things went well. Her uncle worked for Blue Sun as a member of their research and development team that worked on developing new technologies in the field of security. He was able to supply the family with good money, and send Sarai to a well-off school.

Sarai's primary school years went by quickly. She was a good student, she studied hard and got moderately high marks. She made friends with the children at school easily, too. They all got along well and played together on the streets of Ariel. One day, when Sarai was eight, she and some of her friends were wandering along one of the side streets and saw a group of teens dancing. They had music playing that she later learned was an older style, hip hop, that had survived from Earth-That-Was. They called themselves b-boys and their dancing, they called b-boying.

Sarai was intrigued, and felt drawn to this type of activity. Her tomboyish instinct took over, and she tried it. It was difficult at first, but she soon got the hang of the toprocks, downrocks, power moves and the freeze, all parts of b-boying, referred to by some as breakdancing. She started to hang around these teens more often, eventually claiming them as her sole friends. Her dancing improved, and she was able to execute some of the more advanced moves, such as a variant of windmills called the Genie. Her personal favorite, however was a type of freeze called an Airbaby.

While she enjoyed hanging out with the teenagers, ten-year-old Sarai was not well included, or respected by the group. They made jokes about her age and wouldn't let her join them in some of their excursions beyond the small little street they gathered to dance on. She was adamant, however, about getting respect, and she was told one day if she could tell them how to break into the door of a local grocery shop, they would look on her in a better manner. Puzzled as to why they would want that, she undertook the task anyways. Being that her uncle worked in the area of security, she asked him about the lock when they visited the store for some products that could not be freshly procured from off-world. He told her that, being an older and cheap model, a simple magnet could wipe the lock system's memory clean and thus would deactivate the lock.

Going back to her friends, she told them that she had found the answer. When they asked for it, she refused to give it up unless they let her go with them. Reluctantly, they agreed, and lead her to the store. It was dark, being after hours, and the store was locked up, the system set to alarm the feds if anyone tried to break in. With the use of the magnet, the lock system's memory was wiped clean, and the door was left unlocked. Immediately, her friends barged in and started to loot the store, taking products off the shelves and overturning stands and displays. Sarai was horrified, she hadn't expected this, but her friends told her that if she alerted the feds or anyone to what had happened, they would turn her in for showing them how to break the lock. She kept quiet under this threat, and tried to put the event out of her mind.

Sarai enjoyed dancing with the group for several more weeks until they were again in need of her services. This time, though, the lock was more complicated. It required a different kind of device, one that would cycle through the possible codes until it found the one that activated the door. Not having anything like that, Sarai again looked discretely to her uncle. He kept a workshop full of parts and devices, most of which she had no knowledge of their use or purpose. She began trying to question him on the devices' purpose and usage, and her uncle answered her in a manner that he thought harmless, as if it was only her curiosity playing up. Eventually, her uncle showed her a device that was able to try to break a lock system a number of different ways, one that was used to test the lock systems that they developed.

Taking the lockbreaker, Sarai once again reported back to her friends. And again she insisted on coming with to perform the function of breaking down the doorway. Not as shocked this time, she was still a bit uncomfortable with the actions that her friends were taking, but her own actions were rewarding her with more respect and less jokes thrown her way. That was more important in her immature mind, and she went along with it for the sake of enjoying the benefits of respect and admiration that the group had begun to give her.

This went on repeatedly over the course of the next several months, as the group ran into tougher and tougher security on different jobs. Sarai eventually learned that there was a man who hired the group to heist products and items from certain shops and he would sell them on the black market. In return, they received a hefty cut of the goods, which was entirely profit since they had to do nothing to obtain the items. When she found out, Sarai immediately demanded to be brought in on the cut, since she deserved it for her part in the work. After she threatened to withdraw her participation, and thus their ability to get into the places they needed, the group relented.

Sarai's curiosity was, in part, true, and her uncle began teaching her more and more about his work. He showed her the ways that they developed lock systems and tested them. She seemed more interested in the testing aspect, as that was how she could break into the lock systems that the group required. Her uncle showed her how to program a PDA to break into a computer terminal in their house, and that's what truly ignited her quest for learning.

Hacking soon became a daily exercise, and soon her uncle joined in, implementing some of Blue Sun's older models into computers and door locks and the like, challenging her to break the lock or hack the system. It worked well, and Sarai's knowledge increased exponentially. Her uncle built her a customized PDA that contained a small panel for connecting to systems and other devices by wires and plugs, and contained a number of programs that could be used to break into systems. With this knowledge and ability, Sarai helped her friends by breaking into more complex locks, and even hacking knowledge out of databases. She was paid well in return, and the money was invested into developing more software and techniques to break further systems.

Along with teaching her the basics of hacking and breaking locks, Sarai's uncle also taught her how to fly a starship. Her uncle and aunt owned one of their own, just a long-range shuttle to make the trip to Blue Sun's headquarters when her uncle was needed there. Sarai learned how to fly on that, becoming a moderately capable pilot for her age. She had nothing bigger to fly, excepting an incident when their shuttle ran out of fuel mid-trip, and a transport picked up their distress signal. The transport was considerably slower, but Sarai was able to use the time to befriend the crew and pilot, who subsequently let her fly the ship a ways, and even begin the landing process until she nearly lost control, forcing the pilot to take over. He thanked her, though, and thought she would make a terrific pilot someday.

This continued on until Sarai was twelve. The man who orchestrated the group's jobs came upon a huge job, one that required hacking into the Cortex itself. It wasn't an easy feat to muster, nor could it be done without caution, as the Alliance was constantly scoping the Cortex for hacking attempts. Sarai convinced the group to take it on, however, and duped her uncle into training her against up-to-date Blue Sun systems to get a feel for the type of security the Cortex employed.

It took months to find an opening in the Cortex' systems to exploit and tunnel into. And more weeks of navigating the outer edges of the system to find the access portal that would allow Sarai to log into the Cortex' inner systems. Once there, she had to backtrack through its roots to find the access key that would enable her to determine how the access code and password were generated. This, too, took time, and once she was able to determine the key, the scope of the problem became clear. The Cortex used the most up-to-date systems, ahead of even Blue Sun. The access keys contained alphanumerical characters of both the Latin and Chinese alphabets, and rotated on a thirty-second cycle. Once input or generated, the same string of characters could never be used again.

After a month of work, Sarai perfected the generator to the best of her abilities, and set on the task of planning out the hack. She would go through the opening she had found, rerouting her access through computers on Ariel and other Core worlds to make her signal's origin lost to the Alliance counter-hackers. She would use other methods to cover her tracks as well, making it nearly impossible for anyone find her at all. Once inside, she would use the generator to type in the access code and password and get in, retrieve the data, and get out. Before shutting it down, she would leave a small trojan in the network, afterwards she would shut the opening she had found, the trojan making sure that she could access the Cortex again if she ever needed to.

It was foolproof, and nothing could possibly go wrong, or so she thought. A few weeks before her thirteenth birthday, she made her attempt. Everything went well in the beginning, until she came to the login screen. She typed in the code and password necessary, and took a few seconds too long, using a seconds-obsolete password. Her login failed and she triggered an internal alert that sent her scrambling to cover her tracks. She routed her access to several networks and shut down her own access, hoping the Alliance would be too confused to find the right path.

She waited a few weeks, and nothing happened. On the eve of her thirteenth birthday, Sarai tried again. This time, it worked perfectly, the access code and password granting her the access she needed. Taking the information her group's contact required, she paused before shutting down. Instead, she went on a small mission of destruction, planting in a program she had written. It overrode ever Cortex feed with a visual of a red supergiant star imploding on itself until it reached the very center of its core, then exploding outwards in a wave of sound and light. When the wake cleared, the emboldened letters SUPERNOVA, the codename she had chosen for herself, would appear on the screen, and the sequence would repeat. Inserting her program, she ran through her shutdown sequence, and got out.

Thinking the Alliance would try to cover up the incident, Sarai was surprised to find the opposite reaction. The news feeds had picked up the story, talk show hosts were discussing it, and even shows that had nothing to do with current events made references to Supernova. Her hacker persona was profiled by many different groups. Some said it was a former Browncoat who sought revenge on the Alliance. Others thought it was Mr. Universe, assuming a different persona, but he denied it at once. No one seemed to suspect that a just barely-thirteen-year-old girl had brought down the 'verse-wide Cortex.

A few days after the hacking incident, however, her uncle lost his job. Unaware if the Alliance had discovered her in the hacking incident, suspected her uncle, or if he was a victim of the wave of layoffs that had occurred in major corporations that supplied the Cortex with components and materials. Not willing to take chances, Sarai went to her friends and begged them to help. They refused, as did their contact who organized their heists. Angry, but too scared to do anything about it, Sarai packed up her things and took everything she thought might implicate her uncle in her actions. Catching a shuttle to a border world, Sarai looked for a transport, hoping to find a ship to utilize her skills on, perhaps even train her piloting skill, while she waited for the escapade to die down.

Skills and Training: (Before you ask how she got them, read the bio.)
-Experienced Hacker - Sarai has great experience with hacking lock systems and computer systems.
-B-girl/breakdancer - Sarai enjoys and is very skilled at b-girling/b-boying, or breakdancing.
-Basic Pilot - Sarai is a basic pilot, she can fly a shuttle with no problem, but she has trouble handling a larger vessel, such as a freighter or transport.

Weaknesses:
-Impatience - Sarai has little use for waiting around, she wants to be doing something or watching something get done.
-Attention to detail - Although this is generally considered a strength, it can also prove to be a weakness for Sarai, and leads to others' dislike of her for pointing out the little mistakes and things they do wrong.

I HAVE READ AND UNDERSTAND THE RULES: [YES]
39
Character Development / Susan Pevensie [IN]
Last post by The Insane Admin -
About You
Name: Jordan
Age: 19
How did you find us: I made the site.
Rules Password: Space Ponies!

Character Basics
Name: Susan Pevensie
Gender: Female
Age: 14
Race: Human
Status: Queen of Narnia
Affiliation: Narnia

Character Appearance
Hair: Brown
Eyes: Light Blue
Distinguishing marks:
Portrayal: Anna Katherine Popplewell


Character Personality
Likes:
-Reading
-Archery (In Narnia, of course)
-Learning new things
-Chocolate
-Family (when they aren't getting on her nerves)
-Boys
-Narnia
-Fashion/Looking good
Dislikes:
-Her enemies
-Feeling helpless
-Edmund's retorts
-Those who pick on the weak
-Mice
-War
Strengths:
-Compassionate
-Gentle
-Mature
-Knowledgeable
-Archery
-Horseback riding (though after a year outside of Narnia, she's lost some of her skill)
-Determination
-Experience in Narnia (living there for fifteen years taught her much about the land)
Weaknesses:
-Not knowing when to give up
-Short temper towards her siblings
-Arrogance
-Skepticism
-Weak with a sword
-Lives for the day, not a strategist
-Youth and inexperience (to a general degree, definitely not when it comes to Narnia)

General Personality: Susan is probably the most sensible person you will ever meet. When it comes to what she does, she is almost entirely influenced by her experiences and learning. Imagination and unlikely events don't come easily to her, although her experience in Narnia certainly changed that. She does accept more than she would have before her fifteen-year tenure as queen, but a year removed has dampened that. Susan can believe, what often seems to her as, a tall tale, but generally only from one she knows and trusts. A total stranger, on the other hand, is harder to believe. Proof and science, however, are her guiding lines.

Even as a younger girl, Susan was bright for her age. She would absorb herself in books and learning. While for most, this would result in a stunted social growth, Susan seemed impervious to the effect. Throughout her younger and now teenage years, she has remained a social being, albeit one with a bit more understanding and knowledge at her fingertips. In addition, Susan is far more mature than a typical fourteen-year old girl would be, a maturity that has only been strengthened by her stay in Narnia. The experience of growing up and being responsible for an entire nation taught Susan much about herself and how to think and act. Her maturity also leads to arrogance, and Susan can, at times, be very condemning to her siblings for rash or irresponsible actions. She often spars with Peter over the decisions he makes as the "oldest" of the four, but that still leaves time to scold her younger siblings over any childish or rash actions they may take.

During her tenure as Queen of Narnia, Susan became known as The Gentle. This description fits her well. Susan is a kind-hearted person, always willing to help others. While she is not quite so generous to sacrifice herself, unlike her sister Lucy, Susan is a compassionate individual. She tries her best to approach problems with a calm and positive outlook, providing a steady alternative to hasty reactions and ill-advised decisions. As tensions rise, however, she too can fall victim to frustration, leaving her no better than anyone else. Susan does often realize her mistakes, however, and tries her best to make up for them.

Character History
Parents: Mr. Pevensie and Mrs. Helen Pevensie
Siblings: Peter Pevensie, Edmund Pevensie, Lucy Pevensie

General History: Susan was born as the second child of the Pevensie family. Being the second oldest was kind of an odd position. She wasn't quite a true 'middle' child, no, that title was reserved for Edmund. She wasn't quite the oldest either, her brother Peter besting her by a year. Being the second oldest was an awkward place, however, Susan was at least the eldest daughter. That alone granted her some of the perks that an 'oldest' child would normally receive, and thus somewhat balanced her tedious predicament.

When she was growing up, Susan's personality and behaviors became twofold. Firstly, she was a learner and lover of books. She would read for hours, and perform her schoolwork to the best of her abilities. If she didn't receive top marks at school, Susan would feel as if she hadn't done her best, and that would motivate her to try even harder. As such, Susan grew to be known as a bookworm amongst her family and friends, something she never despised.

Secondly, Susan was a social creature. She would later be described as a much more ladylike persona than her younger sister. In school, Susan was very popular, despite her bookworm-ish tendencies. Her popularity was enhanced by being one of the top students in her school, both old and later new. She tried her best not to let it go to her head, but Susan did develop an ego and arrogance regarding her knowledge and her popularity.

Like the rest of her siblings, Susan was sent out into the country during the summer of the war. She hated it terribly, but did her best to put on a good front, for her mother and siblings. The house they were to stay in was large, owned by a professor whom they rarely saw, even at dinnertime. The housekeeper, Mrs. Macready, was a fierce older woman who, although she was kind at heart, barked orders and demands at the children, so much that they would avoid her at all costs. Susan wasn't very fond of her, and went along with her brothers and sister in their pains to avoid her.

While playing hide and seek one day, Lucy began going on about how she had visited a magical land locked up in an old wardrobe in the spare room and had met a faun called Mr. Tumnus. None of her siblings believed her, much less Susan. It upset the young girl, but Susan couldn't see how an entire wintry forest could be contained within a wooden wardrobe. It just wasn't possible, and being a person of science and facts, Susan was not inclined to believe it.

The Pevensie children went along their way until one night, a few days later, when Lucy came bursting into their room and shook her awake. Her younger sister demanded that she wasn't dreaming, that it was true, there really was a forest in the wardrobe and that she'd seen the faun again. Susan followed her to Peter's room, where she pleaded her case to him as well. Finally, Lucy tipped her hand to defend against the accusations of dreaming or imagination, and claimed that Edmund had gone with her. Ed brushed it off, saying he had encouraged her imagination, that they were just playing, that he hadn't seen the faun or known who he was.

Well that set her off. Poor Lucy went tramping through the house, crying, until she bumped into the Professor. Macready showed up and took Lucy away to the kitchen, but the professor took Susan and Peter aside into his study to speak to them. Susan defended her points, saying it wasn't logical that a whole forest could be inside a wardrobe. The professor pointed out that Edmund wasn't usually the more honest of the two, which was accurate. Lucy was family, he argued, and either was mad, was lying or was telling the truth. Of the three options, the last seemed the most likely, despite Susan's internal protests of logic and practicality.

Life went on for another few days until the children heard Mrs. Macready showing a group of guests around the house. She did this often, going on about this artifact or that sculpture that the professor had obtained from some African hunter or a French trader. After their first encounter with Macready's tours, which resulted in a very long speech about how the children should not be seen or heard throughout the house while tours were being given, they had learned to stay away. The four tried their best to keep one step ahead of the lingering voices, but they were soon forced back into the wing of the house where the wardrobe was. In a last move of desperation, or out of some otherwordly temptation, Edmund suggested that they hide in the wardrobe.

It made sense, one of the only things about that wardrobe that did make sense. So they climbed inside. It was a tight fit, all four of them in there, and between all the shoving and shushing and pushing, the four Pevensie children found themselves standing in the middle of a wintry forest, somehow fit inside the wardrobe. They would later learn the name of the land as Narnia, and that the wardrobe was merely an entrance, and not the world's container. The whole thing seemed absurd, a world inside a wardrobe? Impossible!

Susan could hardly cope with the shock of it all. It just didn't make sense. The children discussed their predicament, and soon decided to venture on to see Mr. Tumnus and explore for a while. Whether it was Susan or Peter that suggested it, who knows anymore, but with the thinking that, logically, they wouldn't even be taken out of the wardrobe, the four donned coats that hung inside the wardrobe, and left behind the last reminder of their world in Narnia, in the form of a large iron lantern. It would be the last time they would see home for many years.

The children journeyed to Tumnus' house, led by Lucy, but once there, they discovered the place ransacked. Furniture had been overturned, books scattered and pictures ruined. Snow had fallen into the entranceway, and had begun creeping into the house. Inside, they discovered a note from Maugrim, the chief of secret police in Narnia, explaining that Tumnus had been arrested for being a traitor. Susan was amazed that her sister had been involved with such people, and wanted to return home at once. But when Lucy explained that she was the reason for his arrest, that the queen of the land was illegitimate and ruled with fear instead of kindness, she understood.

The four children soon found themselves in the middle of a much bigger conflict of just a poor faun's arrest. They were led to a beaver's dam, hosted by a beaver couple who were generous in their food and stories. The beavers explained a prophecy, that two Sons of Adam and two Daughters of Eve, which meant two boys and two girls, would reclaim Narnia from the White Witch, Jadis, and rule peacefully. Again, Susan mentioned that they needed to be going home, getting mixed up in wars wasn't a good idea. They had been sent away to avoid the war. Peter seemed to echo her sentiments, but their leave was cut short by the discovery of Edmund's absence.

They soon determined that Edmund had met with Jadis before, on his first trip to Narnia. He must have made a deal with her in some way that would force him to visit her. And now, it seemed, all was in peril. With Edmund gone, it was only a matter of time before the Witch sent her minions after the rest of them. Their only hope to rescue their brother was to join Aslan, a sort of savior for these Narnians, at the Stone Table. Hurriedly, the five rushed out of the house through a tunnel burrowed in the ground.

Their journey across Narnia was not without hardships. They were fortunate to avoid the White Witch on more than one occasion, and had a very close miss with the Witch's secret police, whom they discovered were wolves. In fact, other than the Pevensies, and perhaps the Witch herself, there were no other humans in Narnia. The only other who resembled one, was Father Christmas, who visited the three children and presented them with gifts. Susan received a bow and arrow set, to defend herself, and a horn with which to call for help if needed. The horn was crafted to look much like a lion's mouth, ornamental in design, and made of some material which made it look heavy, but was light to carry.

After a direct encounter with the wolvish police, the Pevensies finally arrived at Aslan's camp. When Susan first gazed upon Aslan, she immediately felt a sense of humbling and calm. It brought her to her knees, though utterly voluntarily, not out of compulsion or fear. Aslan was a lion, truly a lion, but had it been any other lion, Susan would have screamed and run for her life. With Aslan, however, she could not. Nothing could compel her to leave his presence, so strong was his emanating grace.

Aslan's camp was accommodating. They provided the children with clean clothes (of the Narnian style, which Susan liked very much), a place to stay and food to eat. There was a nearby stream for washing and play, one that Susan and Lucy liked to frequent. It was there that their last encounter with the wolves came. Susan's horn saved them from being killed, for Peter and all of Aslan's fighters came to their assistance. Aslan spared one of the wolves, but left Peter to face Maugrim alone. Susan cried out, telling him to be careful. To her relief, Peter was victorious, and was named Sir Peter [acronym=Wolfsbane]Fenrisbane[/acronym]. The second wolf led the rest of Aslan's fighters to the Witch's camp, where they rescued Edmund.

With Edmund returned, and the family united, Peter announced that they were all to go back through the wardrobe while he stayed and fought for Narnia. Susan couldn't see the logic in this. After all they went through to get their brother back, now they were going to lose another? It didn't matter if Peter survived, who knew if they'd ever see him again once they left Narnia. She made this known, and added to Lucy and Edmund's protests, Peter relented. One of his better decisions, at least to Susan.

Later that day, while the children were practicing their weaponry, a messenger came to call them back to camp. The White Witch had arrived to speak, under agreement that she leave her wand outside the camp. She demanded Edmund's life, as all traitor's belonged to her. The children were shocked, Susan especially. Peter valiantly defended his brother, but Aslan calmed the situation. He spoke with the Witch in private, and the two came to an agreement. She left without harming anyone, or letting anyone do the same, much as Susan would have liked to string her bow and let loose at the purported queen.

In the night, Susan was woken by her sister, calling her to follow. The two discovered Aslan leaving the camp, and they trailed him for a while. He spoke to them, and they convinced him to let them accompany him, but only for a while, he said. When he left them, they were to return to camp, but neither girl could bear to leave Aslan alone. They watched silently from a hilltop as Aslan approached the Witch's camp, gathered at the stone table now, and was humiliated and slain by Jadis herself. Susan was in horror, and comforted her sister who felt the same. As Jadis' followers left, the two approached the sight. Lucy tried to coax Aslan back to life, but Susan knew it was to no avail. They both rested against Aslan and fell asleep.

In the morning, the two realized that the White Witch would be heading for Peter and the camp next. The trail back was long and even if they made it back beforehand, their army would still be at a disadvantage. Time was of the essence. It wasn't long before Lucy thought of the trees. With their help, the message was spread to Aslan's camp, alerting Peter and the rest of Aslan's forces. Going back to the Stone Table, Lucy and Susan tried to loosen the bonds that held the lion there, but many were too strong. Over the course of what could have been minutes or hours, Susan noticed a group of mice gathered around the body. She leapt back in fear, for she disliked mice to a great degree, and tried to shoo them away. But Lucy noticed what they were doing, gnawing on the bonds that held the great lion in place.

Once they were finished, Susan decided that the two could do no more there. They decided to head back, but as they turned around, the earth shook and they heard a loud noise. Turning back, they discovered Aslan's body missing. In terror, they looked around for him, had the mice carted him away? Minutes later, to their utter astonishment, Aslan returned in all his glory, alive and laughing at the expressions on Susan and Lucy's face. By now, Susan wasn't relying on her logic and facts anymore, Narnia had thus proven to defy any and all that she'd known. This was no different, and while Aslan explained what had happened, which made sense to her, the entire magic of Narnia was completely beyond everything she had come to believe was true.

Susan and Lucy journeyed on Aslan's back to the castle of the great Witch, where Lucy found, to her dismay, a statue in the likeness of Mr. Tumnus. As Aslan breathed upon it, it became Tumnus, and came to life again. Others followed, and soon a small army was gathered within the courtyard of the Witch's castle. They left with speed back to the battle which was taking place on the fields of Beruna. Their arrival led to the triumph of Aslan's forces, but not without consequence.

In the heat of the battle, after destroying the Witch's wand, Edmund had been mortally injured. A drop of fire flower juice, from a vial that Lucy had received from Father Christmas, revived him and healed his wounds. The children rejoiced at their success and victory, while Lucy went to others to heal and assist. The battle, although incurring losses on both sides, resulted in the death of Jadis, the White Witch, and the end of the Hundred Year Winter.

Susan, Lucy, Edmund and Peter were all crowned Kings and Queens of Narnia at Cair Paravel. In their festivities, they did not see the departure of Aslan, save Lucy, but they all knew he would return some day.

The Pevensies ruled for many years, fifteen to be exact. The Golden Years of Narnia, as they came to be known, were full of adventures, wars, peace and triumph. While out hunting one day, their reign of Narnia came to an abrupt end as they tumbled back through the wardrobe whence they came. After the initial shock wore off of being back in the body of a thirteen-year-old girl, Susan did her best to adapt. Peter was hit the hardest, and became nearly depressed.

Susan retreated back to her books and social life. While in Narnia, she had been exposed to the regal life and clothes, and her styles changed to reflect that. She became almost obsessed with fashion, how she looked and acted. While she still could be a very kind and gentle person, it seemed as though her changes leaned towards a person who cared little for those around her, much less those in a country worlds away. She still delights over the thoughts of Narnia, and wishes to return. Some day, perhaps she will.

Other/Notes: N/A

Sample
RP Sample:
Sample from the previous Narnia RPG I played on, I played Peter. Full thread here.
Quote
To sleep, perchance to dream. Aye, there's the rub indeed. For with no sleep, no dreams may come, and weary is the restless soul who must endure the tick-tock of the clock for all the hours of the night. Though, true, there were no clocks in Narnia, at least none that would fit on a nightstand or in a room's corner. Metaphorically, it held true, and if he listened hard enough, he was sure he could hear the faint ticking of the massive clock that topped the tower across the courtyard. Maybe it was all in his head. No matter the source, he wasn't pleased with the prospect of staying in his bed the entire night. If he had to be awake, he'd be such in a more satisfying position, and location.

The High King of Narnia indeed. Wasn't there some law he could make that could force his body to sleep? Peter mused on the thought as he rose from his bed and donned a robe. Much unlike his simple robe of years previous, this one was adorned in the height of Narnian regal fashion, dyed a deep blue and embroidered with a golden lion as a badge. Such finery was all but lost on Peter, who could have cared less if his clothing was made from the finest silks of the Lone Islands or from Narnian wool. So long as it fit his still-growing body and kept him warm during the winter months, cool during the summers, and looked acceptably fashionable, he would wear it. The clothes better suited Susan, who, despite her notorioty for being a bookworm, had grown to love the beautiful clothes and jewelry that Narnian monarchs were expected to wear.

As he stepped out of his bedchambers, Peter thought about spending the early morning hours talking with one of his siblings. He dismissed it instantly, no sense in subjecting another member of his family to his misery. Turning decisively away from the long hall of bedrooms, the young man made his way down the halls of the private quarters. The flickering torchlight illuminated the way, and cast ghastly shadows upon the walls and floor, something that might have provoked a twinge of fear had Peter been younger, and not more accustomed to the castle at night. The castle was quiet, allowing the young king to focus on his thoughts.

Peter wandered the halls for some time, never truly having a destination in mind. The time was mostly spent consumed in thought, and so it's not hard to understand why the faint clanking and thumping failed to register on the young man's mind until he reached a nearer place from which it eminated. Placing his thoughts aside for a moment, Peter followed the sounds, relying on his ear to detect their position and volume. Drawing near, the young king was able to discern their source, and wasn't surprised to find that it came from within the kitchens. A constant source of noise during the day, the kitchens were generally quiet at night, when all of the castle's servants and cooks were home or in their quarters, fast asleep or performing silent activities.

Peering around the corner, he had expected to find a satyr or nymph poking its head into one of the cupboards. Or perhaps a faun, who were known for staying up at odd hours of the night. Instead, Peter was surprised to find his youngest sister, opening cabinets and drawers, apparently searching for something. He stood at the doorway, watching in silence. Maybe she would turn around and see him there, and that would be enough to send her back to bed. Peter didn't want a grumpy sister in the morning, he knew he would be in that mood himself, and dealing with another like him would make the day go worse. And he didn't feel like chiding her, although his body seemed alert and unwilling to sleep, his mind, on the other hand, was weary and tired, constantly urging his body to climb in bed and rest.

Minutes passed and his youngest sister still paid him no mind. Speaking would probably make her jump, but there was no avoiding it now. Oh well. "Lose something, Lucy? Or are we chasing dreams in the kitchen these days?" He added a smile for assurance, but he knew it wouldn't help...much. Figuring the damage was already done, Peter added, "Shouldn't you be in bed by now, anyways?"
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Character Development / Veronica - NPC [TDT]
Last post by The Insane Admin -

[float=left][/float]Name: Veronica Morituri

Nickname(s): V, Ronni

Species: Human

Sex: Female

Age: 14

Occupation: Student/Daughter/Teenage Brat

Weapons/Items: Holdout Blaster, Vibroknife

Special Skills: Piloting